Library / Design defaults
Design defaults Design defaults of the production stat sheet for every number the game data does not have yet, per building colour group. The library shows them in every planned production window with a dotted underline and lists this table at /wiki/defaults. Batch inputs, outputs, work per batch and workers per level come from the game data 'batch') where they exist; planned-only buildings take their recipe from the design drafts. A trade rule (first match on the building id or name) overrides its group row. Proposals for the lanes to tune; no simulation behind them. Edit here, then rebuild the wiki.
By building group Planned Group Hours Wages Physical Mental Danger % Injury % Nuisance Nuisance m Appeal Fire Intelligence Productivity % Motivation % Job happiness % FoodMid Mid 3 1 0.1 1.0 0 0 low none 90 75 60 IndustryMid Mid 4 1 0.3 3.0 noise and dust 16 -3 mid none 90 70 50 ProductionMid Mid 2 2 0.1 1.0 noise 8 -1 mid reads 90 75 65 UtilityMid Mid 3 1 0.05 1.0 0 0 low none 90 75 60 ServicesMid Mid 1 3 0.02 0.2 0 0 low schooled 90 80 70 ReligionMid Mid 1 2 0.01 0.1 0 0 mid reads 90 85 75 HousingMid Mid 1 1 0.0 0.0 0 0 mid none 90 75 60 MilitaryMid Mid 4 3 1.0 5.0 noise 24 -2 low none 90 70 55 WondersMid Mid 4 2 0.5 3.0 building site noise 32 -2 low schooled 90 80 65
Trades that change a group's row Trade Matches Sets Why Ovens, kilns, forges kiln|furnace|forge|smith|smelt|bloomery|bakery|oven|brick|glass|charcoal|collier|lime|tile|foundry|hearth|boiler|distill|brew|malt|smoke|potter|bronze|refin|cupel|roast|pitch|still|enamel|latten fire high, nuisance smoke, nuisance m 24, appeal -5 stat sheet example Mines and quarries mine|quarry|_pit|\bpit\b|tin stream|whim|adit|sapper physical 5, danger pct 0.24, injury pct 4.6, nuisance noise and dust, nuisance m 16, appeal -3 the game's accident rule: 0.4 % a month at quarries and mines, 5 % of them fatal = 0.24 % deaths and about 4.6 % injuries a year, 115; Smelly trades tann|butcher|slaughter|glue|tallow|dye|fuller|gongfarm|manure|compost|tawyer|currier|render|lard|bone mill|bone mill nuisance smell, nuisance m 32, appeal -8 the 'Nuisance' and 'Disease exposure' rows; the tannery draft asks -15 appeal within 24 m, the rest milder
Scales hours very short / short / mid / long / very long wages very low / low / mid / high / very high = 60 / 80 / 100 / 125 / 150 % of the education wage physical 1-5: body wear a year mental 1-5: stress a year danger pct % chance a worker dies this year injury pct % chance of a crippling injury a year nuisance smoke / smell / noise: minus appeal for homes within nuisance m metres fire low / mid / high: the building's own fire risk intelligence minimum education to work well: none / reads / schooled / learned productivity pct, motivation pct, job happiness pct the window's starting values for a fully staffed building at mid wages and mid hours
Wages a month: {"none": 1, "reads": 2, "schooled": 3, "learned": 4.5} grain by education: education wage none 1, basic 2, trade 3, higher 4.5, university 6 grain a month). Building upkeep: 1 tools a level a month (today's producer rule,.