So I read Golds tip of the day saying buy more buildings rather than expand. I dont have the numbers to see that but it felt that i was able to be more productive with a 60m factory than 3 20m factories. Is this wrong?
It seems with more employees i can make products faster and therefor turn a profit faster, otherwise I wait entire days for product. I restarted once i heard Golds tip since I wasnt that far in and assumed he was correct.
edit: outside of making your building bigger and hiring more employees is there any other way to decrease production time?
Best way to increase productivity for beginners?
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Yes, you can always fire your employees. It makes that per hour you produce not so much.
And don't expect that you get products in 5 minutes. I play Kapilands 3 months and i see, that i have to wait 24h to produce 620k power. But i have 6 power plants. I think that you should have as many employees in one building, as big is your building (sqm). I mean if i have 6 power plants, i have to have them 60 sqm so i have 6 employees. If i have 7 power plants, i have to have them 70 sqm so i have 7 employees etc.
And don't expect that you get products in 5 minutes. I play Kapilands 3 months and i see, that i have to wait 24h to produce 620k power. But i have 6 power plants. I think that you should have as many employees in one building, as big is your building (sqm). I mean if i have 6 power plants, i have to have them 60 sqm so i have 6 employees. If i have 7 power plants, i have to have them 70 sqm so i have 7 employees etc.
Its nice to use the powerplant figures since they yield a higher value giving a better statistic. So it looks like 2.97% increase in productivity per building over worker.iskongen wrote:these numbers are based on calculations a merchant's powerplant in green assuming filled with workers:
4x20 sqm => 1026534,64
1x80 sqm => 996923,08
so we see the 4 smaller powerplants produce more than the single powerplant when both total the same number of square meters/employers
That's correct.
One of the basic rules is that each building gets slightly less efficient as it gets larger. This helps the small companies to be more efficient and close the gap a bit to the bigger ones. And it's true right from the start.
So 4 20m buildings will always be more productive than 1 80m building. And it continues that way: 4 200m buildings are better than 1 800m one.
That's Reason 1 to build before expanding.
Reason 2 is that expanding is more expensive. As you have no doubt discovered, it takes one helping of materials (that's 100 stones, 50 steel, and 10 wood for Merchant, more as you grow) to bulid a 20m building. But it takes 20 helpings to expand 20 feet. Since steel in particular is so expensive, that makes expanding more pricy than building.
And Reason 3 is that your buildings stop producing when they expand. If you build a second building, your first is still working. But to expand the first, it has to stop for 4-6 hours. Better to expand and stay working.
So generally, a good way to maximize your productivity is to keep all buildings about the same size. (Research being a notable exception.) And therefore you want to build the quantity of different buildings in a ratio that lets them stay about even.
For example, suppose you were making Leather Jackets. I believe you would want about this ratio:
1 Store
2 Textile Factories doing a blend of textiles, leather, and jackets
1 Plantation doing a mix of Corn (for cattle) and Cotton (for textiles)
and only a fraction of a Cattle-Breeding, 13%
or to put that all in whole numbers, I'd say
8 stores
16 Textile Factories
8 Plantations
1 Cattle-Breeding
Now my gut tells me that this ratio is so strange to people that they overbuild on Cattle-breeding. This means they have extra cattle to sell, and I think that's why cattle, pigs, lambs, etc are traditionally undervalued.
Just for completeness I should add this:
Selling Buildings do not get less efficient as they go up in size. Only producing buildings do. So Reason 1 does not apply to them. Because of this, you can cheat the ratio a bit, and make fewer stores but make them larger. However, reasons 2 and 3 still apply, so don't go overboard with this.
One of the basic rules is that each building gets slightly less efficient as it gets larger. This helps the small companies to be more efficient and close the gap a bit to the bigger ones. And it's true right from the start.
So 4 20m buildings will always be more productive than 1 80m building. And it continues that way: 4 200m buildings are better than 1 800m one.
That's Reason 1 to build before expanding.
Reason 2 is that expanding is more expensive. As you have no doubt discovered, it takes one helping of materials (that's 100 stones, 50 steel, and 10 wood for Merchant, more as you grow) to bulid a 20m building. But it takes 20 helpings to expand 20 feet. Since steel in particular is so expensive, that makes expanding more pricy than building.
And Reason 3 is that your buildings stop producing when they expand. If you build a second building, your first is still working. But to expand the first, it has to stop for 4-6 hours. Better to expand and stay working.
So generally, a good way to maximize your productivity is to keep all buildings about the same size. (Research being a notable exception.) And therefore you want to build the quantity of different buildings in a ratio that lets them stay about even.
For example, suppose you were making Leather Jackets. I believe you would want about this ratio:
1 Store
2 Textile Factories doing a blend of textiles, leather, and jackets
1 Plantation doing a mix of Corn (for cattle) and Cotton (for textiles)
and only a fraction of a Cattle-Breeding, 13%
or to put that all in whole numbers, I'd say
8 stores
16 Textile Factories
8 Plantations
1 Cattle-Breeding
Now my gut tells me that this ratio is so strange to people that they overbuild on Cattle-breeding. This means they have extra cattle to sell, and I think that's why cattle, pigs, lambs, etc are traditionally undervalued.
Just for completeness I should add this:
Selling Buildings do not get less efficient as they go up in size. Only producing buildings do. So Reason 1 does not apply to them. Because of this, you can cheat the ratio a bit, and make fewer stores but make them larger. However, reasons 2 and 3 still apply, so don't go overboard with this.