I'm not sure why, but I just made up a spreadsheet to analyze the "value" of the production buildings.
Since this post is rather long, detailed, and mathematical, I thought I'd start a new thread for it. The original EC Thread introducing the production buildings is at:
http://www.brettspielwelt.de/cgi-bin/yabb/YaBB.pl?board=EmeraldCity;action=display;num=1139153860Anyone have links to the best "out of town" info? I may start trying to build up my German skills again now that I'm really into the meta-game and am starting to think of potential improvements.
First off, an interesting consequence of the activation fee always being rounded down is that the production buildings are cheaper to run if the town has an odd number of citizens (activation fee is more likely to be rounded down).
With 37 citizens, we activated at the "50 level" for a target of 37*50 = 1850. The activation fee is 1% of 1850 = 18.5 rounded down to 18, so we paid 18 wood, stone, ore, and food. (Does anyone remember when it was activated and did anyone check to see that's what happened?) Until the capacity is filled or we tear it down, every resource we generate (and receive) playing games in town has a 10% chance of being processed into a wool.
The "cost effectiveness" of the building depends on what % of each resource we generate in town. I just finished several hours worth of "forum archaeology" and found estimates for EC's resource production to be:
Wood: 35-55% say 50%
Stone: 5-15% say 10%
Ore: 0-10% say 5%
Wool: 10-25% say 10%
Food: 20-40% say 25%
Does anyone have their own "best guess" as to what is produced?
The production buildings will "produce" an additional:
prod = ( 0.1 * Cap ) * (1 - %Nat)
Where capacity is the capacity the plant is set for and %Nat is the % of resources generated in the city that are "naturally" of the type generated by the building.
The "cost" of these is the activation feel plus the resources that were changed.
The lower the % of the resource naturally produced, the more "efficient" the production building is because fewer units of the production capacity (which had to be "purchased" by the activation fee) are "used up" by having a 10% chance to change a wool into a wool.
Estimating our resource generation at 50% wood, 10% stone, 5% ore, 10% wool, 25% food and buy prices of 40 for wood/stone/food and 45 for ore/wool I get:
The activation fee of 18 wood/stone/ore/food causes:
92 wood, 18 stone, 9 ore, 46 food to become 165 wool.
Those resources (including the activation fee) could sell for about 8500-9000 taler or about 50-55 per wool.
If resource prices eventually stabalize about where they are now, using the production buildings will likely be a little more expensive than trading with other towns, but quite possibly worth the convenience factor. If ore continues to be priced close to or above wool, and we antipicate being able to use ore (for building or selling / trading tools), a mine might be more efficient than a sheep farm.
Wool/cloth still seems to be hands down our "limiting resource" tax wise though.
--SpaceSquirrel