Production Rates
If you’ve read our article on consumption, you know how much food and goods each house needs per year. The next question that then arises is: how much does each farm and factory produce per year?
Production rates on this page assume that the buildings are fully staffed. Understaffed buildings produce substantially less goods per year.
Some god bonuses improve the production rate of some industries. Bonus levels depend on number of houses with cover for that god. For level 1, 20 houses need to have coverage, for level 2 it’s 40 houses, and for level 3 it’s 60 houses.
Farms
Two fields or pastures per farm were placed, since that is the optimal ratio for farm production quoted in the game manual, and also works best in practice. The yearly production depends highly on the distance the farmers need to travel to the fields and pastures: the longer the distance, the lower the production.
For farms and raw materials, we measured the production in two cases: when the building is as close to the resource as possible, and when the building is about 50 tiles away from the resource. The reported numbers are averages.
Good | Yearly production | With god bonus | ||||
---|---|---|---|---|---|---|
Close to field/pasture | Distance of about 50 tiles | Close to field/pasture | Distance of about 50 tiles | Bonus level | ||
Food | ||||||
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Grain | 46 | 40 | 51 | 47 | Ceres level 3 |
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Vegetables | 46 | 40 | 51 | 47 | Ceres level 3 |
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Meat | 70 | 65 | 76 | 72 | Ceres level 2 |
Farmed raw materials | ||||||
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Wool | 62 | 57 | 66 | 62 | Ceres level 2 |
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Olives | 38 | 33 | 40 | 35 | Ceres level 1 |
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Grapes | 38 | 33 | 40 | 35 | Ceres level 1 |
Raw materials
Harvested raw materials work the same way as farms: production decreases when the distance between the resource camp and the resource increases.
Mercury is a valuable god for raw material production: he lets workers carry one extra load of goods in their carts, essentially doubling the production.
Timber trees regrow exactly four months after being cut down, so the total timber production depends on the number of trees available on your map. When the timber camp is close to trees, it will use about 12-16 trees in the area around the timber camp.
Good | Yearly production | With god bonus | ||||
---|---|---|---|---|---|---|
Close to resource | Distance of about 50 tiles | Close to resource | Distance of about 50 tiles | Bonus level | ||
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Timber | 44 | 32 | – | – | – |
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Sand | 40 | 30 | 80 | 60 | Mercury level 1 |
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Clay | 40 | 30 | 80 | 60 | Mercury level 1 |
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Iron | 38 | 30 | 76 | 60 | Mercury level 1 |
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Gold | 38 | 30 | 76 | 60 | Mercury level 1 |
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Marble | 32 | 24 | 64 | 48 | Mercury level 1 |
Manufactured Goods
Goods produced in factories have a fixed production rate as long as they are stocked with raw materials. The only other influences on the production rates of factories are blessings from the gods.
Good | Input | Yearly production | With god bonus | |
---|---|---|---|---|
Basic goods | ||||
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Glass | 1 sand | 23.4 | – |
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Pottery | 1 clay | 23.4 | – |
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Clothing | 1 wool | 23.4 | – |
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Olive oil | 1 olives | 23.4 | – |
Luxury goods | ||||
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Jewelry | 1 gold | 17.8 | – |
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Utensils | 1 iron | 17.8 | – |
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Furniture | 1 timber | 17.8 | – |
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Wine | 1 grapes | 17.8 | 19.2 (Bacchus level 1) |
Military goods | ||||
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Weapons | 1 iron, 1 timber | 16 | 17.8 (Mars level 1) |
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Armor | 1 iron, 1 wool | 16 | 17.8 (Mars level 1) |
Resource gatherer to factory ratio
Using the production numbers above, we can calculate the optimum ratio of farms/resource gatherers to factories. The table was calculated using the “50-tile distance” numbers for farms and resources, without Ceres bonuses for farms.
A star (*) means: if you have Mercury’s level 1 bonus, you can halve the number of resource camps for optimal production.
Finished good | Optimum ratio | ||
---|---|---|---|
Basic goods | |||
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Glass | 2-3 factories per 2 sand digging camps* | |
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Pottery | 2-3 factories per 2 clay digging camps* | |
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Clothing | 2 factories per sheep farm with two pastures | |
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Olive oil | 3 factories per 2 olive farms (2 olive groves each) | |
Luxury goods | |||
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Jewelry | 3-4 factories per 2 gold camps* | |
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Utensils | 3-4 factories per 2 iron camps* | |
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Furniture | 3-4 factories per 2 timber camp | |
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Wine | 2 factories per grape farm (2 vineyards) | |
Military goods | |||
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Weapons | 2 factories: 1 iron camp* and 1 timber camp | |
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Armor | 4 factories: 2 iron camps* and 1 sheep farm |