Economic Buildings

Table of Contents

#new-world #colonies #buildings

These buildings enhance productivity and efficiency. Inside the colony, they create workspace and increase capacity for workers. They can be divided into two categories:

  • Outside of the colony infrastructure
  • Inside the colony infrastructure

Outside

TODO: Find better names for most of these buildings (all levels): The names currently focus on something that would better be built on a field instead. We want to tell the story of a better infrastructure for a certain good, so the names should instead reflect the immediate steps before or after harvest, i.e transport, durability etc.

Level 1

These buildings add efficiency to field work for a specific good.

  • sugar oven: sugar
  • cotton gin: cotton
  • drying yard: tobacco
  • skinning hut: furs
  • forest trails: wood
  • granary: food (except forest)
  • high stands: food (forest)
  • mining shafts: ore, silver

Effect

Production bonus

Level 2

These buildings enhance efficiency greatly.

  • crystallisation house: sugar
  • spinning house: cotton
  • tobacco press: tobacco
  • tanning house: furs
  • transport sleds: wood
  • mill: food (except forest)
  • miners barracks: ore, silver

Effect

Production bonus

Level 3

These buildings enhance efficiency a little and allow to work with less skilled workers.

  • sugar refinery: sugar
  • cotton mill: cotton
  • tobacco processing house: tobacco
  • fur workshop: fur
  • wood lathes: wood
  • bakery: food
  • machinery shop: ore, silver

Effect

Production bonus
Transfers Profession of the organiser to all field workers.

Jobs

1 Organiser:

  • Required for bonus
  • Uses 3 horses and 3 tools Physical Goods
  • Transfers his Profession to field workers.

Inside

Level 1

These buildings enable you to start basic manufacturing.

  • rum house: sugar -> rum
  • weavers house: cotton -> cloths
  • tobacconists house: tobacco -> cigars
  • fur traders house: fur -> coats
  • blacksmiths house: ore -> tools
  • armory: tools -> guns

Jobs

2 Worker: Manufactures 2 input good into 1 output good (Expert 4 -> 2).

Maximum production

2 experts: 8 input -> 4 output

Level 2

These buildings enable you to scale your manufacturing by having more workers and giving stronger bonus to experts.

  • rum distillery: sugar -> rum
  • weavers shop: cotton -> cloths
  • tobacconists shop: tobacco -> cigars
  • fur traders shop: fur -> coats
  • blacksmiths shop: ore -> tools
  • magazine: tools -> guns

Jobs

4 Worker: Manufactures 2 input good into 1 output good (Expert 6 -> 3).

Maximum production

4 experts: 24 input -> 12 output

Level 3

These building enables you to scale manufacturing into industrial levels by having more workers and transferring the expert bonus from the overseer to all his workers.

  • rum factory: sugar -> rum (no)
  • textile factory: cotton -> cloths
  • cigar factory: tobacco -> cigars (no)
  • coat factory: fur -> coats (?)
  • iron works: ore -> tools
  • gun factory: tools -> guns

Jobs

10 Workers: Manufactures 4 input goods into 2 output goods (Expert 4 - 2).
1 Overseer:

  • Required to generate output
  • Uses 5 wood and 5 tools
  • Overseer needs to be an expert

Maximum production

1 expert and 10 workers: 40 input -> 20 output