Simple maths-driven overview of each building in the game.

### Introduction

### Food & Consumables

Available in Airbase & Farmlands. ~32 days to construct. $3250, 35 Wood Boards, 20 Stone.

**Consumption**: N/A

**Production**: 3 Wheat / day

**Profit**: $30 / day

Available in Cities, Mining Towns, & Farmlands. ~53 days to construct. $4750, 35 Wood Boards, 50 Stone.

**Consumption**: 2.5 Wheat / day

**Production**: 50 Bread / day

**Profit**: $50 / day

__High Efficiency Chain__: 5 Wheat Fields (15 Wheat / day), 6 Bakery (15 Wheat / day)

Available in Cities & Mining Towns. ~85 days to construct. $7500, 45 Wood Boards, 75 Stone.

**Consumption**: .3 Wheat / day

**Production**: 8.3 Alcohol / day

**Profit**: $33.2 / day

__High Efficiency Chain__: 1 Wheat Farm (3 Wheat / day), 10 Distilleries (3 Wheat / day)

Available in Airbase & Farmlands. ~53 days to construct. $3750, 35 Wood Boards, 20 Stone.

**Consumption**: N/A

**Production**: 3 Meat / day

**Profit**: $45 / day

Available in Cities & Mining Towns. ~85 days to construct. $7250, 45 Wood Boards, 75 Stone.

**Consumption**: 2.5 Meat / day

**Production**: 50 Canned / day

**Profit**: $100 / day

__High Efficiency Chain__: 5 Farms (15 Meat / day), 6 Canned Factories (15 Meat / day)

Available in Airbase & Farmlands. ~42 days to construct. $3500, 35 Wood Boards, 20 Stone.

**Consumption**: N/A

**Production**: 1.66 Tobacco / day

**Profit**: $33.2 / day

Available in Cities & Mining Towns. ~85 days to construct. $6750, 45 Wood Boards, 75 Stone.

**Consumption**: 0.83 Tobacco / day

**Production**: 16.66 Cigarettes / day

**Profit**: $33.2 / day

__High Efficiency Chain__: 1 Tobacco Field (1.66 Tobacco / day), 2 Tobacco Factories (1.66 Tobacco / day)

### Mines & Oil

Spawns in Mining Towns. Not buildable.

**Consumption**: N/A

**Production**: 1 Iron Ore / day

**Profit**: $30 / day

Available in Cities & Mining Towns. ~128 days to construct. $9750, 75 Wood Boards, 95 Stone.

**Consumption**: .833 Iron Ore / day

**Production**: 1.66 Iron / day

**Profit**: $41.65 / day

__High Efficiency Chain__: 5 Iron Mines (5 Iron Ore / day), 6 Steel Plants (4.99 Iron Ore / day)

Spawns in Mining Towns. Not buildable.

**Consumption**: N/A

**Production**: .833 Aluminum Ore / day

**Profit**: $41.65

Available in Cities & Mining Towns. ~128 days to construct. $11250, 85 Wood Boards, 90 Stone.

**Consumption**: .75 Aluminum Ore / day

**Production**: 1.05 Aluminum / day

**Profit**: $78.75

__High Efficiency Chain__: 6 Aluminum Mines (4.99 Aluminum Ore / day), 7 Aluminum Smelter (~5.25 Aluminum Ore / day)

Spawns in Mining Towns. Not buildable.

**Consumption**: N/A

**Production**: .71 Copper Ore / day

**Profit**: $53.25

Available in Cities & Mining Towns. ~128 days to construct. $13500, 90 Wood Boards, 85 Stone.

**Consumption**: .625 Copper Ore / day

**Production**: .625 Copper / day

**Profit**: $93.75

__High Efficiency Chain__: 7 Copper Mines (4.97 Copper Ore / day), 8 Copper Smelter (5 Copper Ore / day)

Spawns in Mining Towns. Not buildable.

**Consumption**: N/A

**Production**: .625 Gold Ore /day

Available in Cities & Mining Towns. ~128 days to construct. $15250, 95 Wood Boards, 85 Stone.

**Consumption**: .5 Gold Ore / day

**Production**: .5 Gold Ore / day

Spawns in Mining Towns. Not buildable.

**Consumption**: N/A

**Production**: .625 Oil / day

**Profit**: $34.4 / day

Available in Cities & Mining Towns. ~107 days to construct. $10500, 65 Wood Boards, 75 Stone.

**Consumption**: .625 Oil / day

**Production**: ~37 Fuel / day

**Profit**: $37 / day

### Construction Materials (& Cloth)

Available in Airbase, Mining Towns & Farmlands. ~32 days to construct. $2500, 35 Stone.

**Consumption**: N/A

**Production**: .833 Wood / day

**Profit**: $16.66 / day

Available in Cities, Mining Towns & Farmlands. ~53 days to construct. $4000, 45 Wood, 25 Stone.

**Consumption**: .625 Wood / day

**Output**: .625 Wood Boards / day

**Profit**: $21.8 / day

__High Efficiency Chain__: 3 Logging Plants (2.499 Wood / day), 4 Lumber (2.5 Wood / day)

Available in Mining Towns & Farmlands. ~42 days to construct. $2750, 45 Wood Boards.

**Consumption**: N/A

**Production**: .5 Stone / day

**Profit**: $27.5 / day

Available in Cities, Mining Towns & Farmlands. ~64 days to construct. $6250, 35 Wood Boards, 60 Stone.

**Consumption**: N/A

**Production**: 1.66 Cloth / day

**Profit**: $33.2 / day

### Special Buildings

Available in Cities & Mining Towns. ~107 days to construct. $7750, 55 Wood Boards, 75 Stone.

Produces all armaments and uniforms for your little military men. No notes.

Available in Cities. ~75 days to construct. $12500, 60 Wood Boards, 75 Stone.

**Consumption**: N/A

**Production**: ~$28 / day

Available in Cities. ~85 days to construct. $10000, 50 Wood Boards, 80 Stone.

Each research center adds 5 scientists. Most nations start with 15 scientists, though some may start with 17 or even more. To understand the effect of a research center, consult the following equation: Where S is equal to “current number of scientists,” (5/(S+5)) * 100 = (research time percentage decrease). An example of the effects:

(5/(15+5)) * 100 = 25% decrease (A research item totaling 100 days has now been reduced to 75 days)

(5/(25+5)) * 100 = 16.667% decrease (A research item totaling 100 days has now been reduced to ~83.3 days)

(5/(35+5)) * 100 = 12.5% decrease (A research item totaling 100 days has now been reduced to ~87.5 days)

Notice that each research center brings diminishing returns. Adding more scientists will increase the number of short research times, percentage gains will impact those shorter research times less, and the minimum research time for any given item is 10 days.

Available in Cities, Airbases, Farms, & Mining Towns. ~75 days to construct. $4250, 15 Wood Boards, 25 Stone.

Each construction site adds ~73 builders (“construction workers” in-game) to your total workforce. Most nations start with 300 builders. Calculating the effect of this is as bothersome as research! Where B is equal to “current number of builders,” (73/(B+73)) * 100 = (building time time percentage decrease). An example of the effects:

(73/(300+73)) * 100 = ~20% decrease (A building totaling 100 days till completion has now been reduced to 80 days)

(73/(373+73)) * 100 = ~16% decrease (A building totaling 100 days till completion has now been reduced to 84 days)

(73/(446+73)) * 100 = ~14% decrease (A building totaling 100 days till completion has now been reduced to 86 days)

The Construction Site has similar diminishing returns to the Research Center. However, it also has compounding benefits that the Research Center doesn’t – if you choose to engage in early warfare or are a large nation, you’ll have many slots to add buildings to, with each potentially contributing further compounding benefits.

*roughly*correct and easily tested, I make no claim they’re scientific gospel! Many numbers have also changed in just 6 weeks of development, so don’t expect them to stay the same forever. That said, here are some possibly helpful definitions & methods that led to this guide.

**Consumption & Production**

Take the hours required to produce the resource, divide this by 24. Now we have an expression of time in days. Then, take the resources required to generate an output (usually displayed by the game) and divide this by the number of days found in the first step. Finally, take the resources generated upon output (never displayed by the game, requires testing) and divide this by the number of days found in the first step. That’s it.

**Profit**

Find a resource and offer it on the World Market. Multiply the price of the item with the production per day, and you’ve found your profit per day. The bank is the one exception here, since it requires no sale to generate monies. Tests with the bank were very light, taking the UI tooltip and a 2-year simulation to determine it was roughly accurate. There is a strong possibility population has an effect on the bank, as it did in the demo. Not going to test that for now.

**High Efficiency Chains**

“How can we optimise production of a refined resource while reducing waste of its paired raw resource?” That’s the question the high efficiency chains attempt to answer. They’re my attempt at answering the question with as few buildings as possible. In the current state of the game, I imagine these won’t generally be of use. But I still included them, just incase.

**Research Center & Construction Site**

This one is more complicated than the rest, due to percentages being an inherently weird metric that don’t mesh with natural language well. The “current number of scientists” is available on the construction screen (and only there, afaik). We add +5 to that number to account for the effect of a new research center. The formulas themselves are already available above, but here’s one more that I found useful in testing.

If you wish to find the specific number of days a specific item will decrease upon completing a new research center (or construction site), consider the following formula:

(Current Time To Research * Current Number of Scientists) / (Current Number of Scientists + 5) = (Time To Build After Research Center)