Posted August 04, 2015
I have an excel sheet for planning colonies. I recommend people playing this game for more than a couple matches make one for themselves.
Cost of a level 4 building, for Europeans:
Center
350 Gold, 35 Metals, 15 Goods, 140 Wood
Mill
60 Gold, 25 Metals, 10 Goods, 50 Wood, 200 Labor
Metal
60 Gold, 34 Metals, 14 Goods, 66 Wood, 300 Labor
Farm
34 Metals, 14 Goods, 66 Wood, 400 Labor
Gold
120 Gold, 68 Metals, 28 Goods, 132 Wood, 600 Labor
Commerce
80 Gold, 50 Metals, 33 Goods, 50 Wood, 200 Labor
Fort
110 Gold, 51 Metals, 20 Goods, 160 Wood, 200 Labor
Dock
25 Gold, 17 Metals, 7 Goods, 33 Wood, 300 Labor
House
50 Gold, 17 Metals, 7 Goods, 32 Wood
Tavern
50 Gold, 17 Metals, 7 Goods, 32 Wood
Church
170 Gold, 42 Metals, 17 Goods, 82 Wood
---
Effective limit on the number of buildings in one colony is 99, including Center. Opening the building list with more than this will cause the game to crash.
The number of squares in the Level 4 catchment area, including Center, is 164.
Farms have an internal housing space of 40, 80, 120, 160 (per level up). So the Level 4 Farm needs 400 - 160 = 240 Housing.
Each Center upgrade adds +1 trade route and +10 capacity per trade. Each new Dock adds +1 trade route. Each Dock upgrade (2,3,4) adds +10 capacity. Level 4 Docks are extremely inefficient (too much labor); aim for Level 3.
The AI players can put buildings on top of yours. The squares will do double-duty!
---
How much does it cost to build a city that dumps gold into the war college?
Cost of a "Lumber Town," an ideal first colony that focuses on wood for building colonies and later exporting.
With 48 mills, a center, 6 mines, 4 farms, 6 commerce, 4 forts, a war college, 8 L-3 docks, and 16 houses:
5330 Gold, 2412 Metals, 1056 Goods, 4808 Wood, 16560 Labor
= 109,210g. 17,640 living space, consumes 24 Metals, 24 Wood, and 189 Food per turn.
Cost of a "Farming Town," a very fast starter and return on investment when you sell crops.
With 20 farms, a center, 5 commerce, 4 forts, a war college, 8 docks, 8 houses:
1610 Gold, 1366 Metals, 627 Goods, 2762 Wood, 11360 Labor
= 61,700g. 12,200 living space, consumes 20 Metals, 20 Wood, and 133 Food per turn.
Cost of a "Commerce Town," a very expensive place with highest eventual gold income for a Craftsman.
With 60 commerce, a center, 4 farms, 4 forts, a war college, 8 docks, 15 houses:
6360 Gold, 3691 Metals, 2267 Goods, 4680 Wood, 15960 Labor
= 158,080g. 16,640 living space, consumes 240 metals, 240 wood, and 399 Food per turn.
The good thing about a city that chops wood is that you don't have to wait for crates to go back and forth across the sea when starting up. That saves a lot of turns. Like other posters, I recommend focusing on crops for cash. Cities that do commerce make a hell of a lot more money but are 3x as expensive. Think hard about how long you intend to carry a game out.
---
Cost of a big garrison of six Infantry, Cavalry, & Artillery: 600 Gold, 348 Metals, 72 Goods, 420 living space.
Note that Level 6 (veteran) units are the same number of people as level 5, which is different from lower levels. But Level 6 units are not registered in Forts' query screens.
Cost of a level 4 building, for Europeans:
Center
350 Gold, 35 Metals, 15 Goods, 140 Wood
Mill
60 Gold, 25 Metals, 10 Goods, 50 Wood, 200 Labor
Metal
60 Gold, 34 Metals, 14 Goods, 66 Wood, 300 Labor
Farm
34 Metals, 14 Goods, 66 Wood, 400 Labor
Gold
120 Gold, 68 Metals, 28 Goods, 132 Wood, 600 Labor
Commerce
80 Gold, 50 Metals, 33 Goods, 50 Wood, 200 Labor
Fort
110 Gold, 51 Metals, 20 Goods, 160 Wood, 200 Labor
Dock
25 Gold, 17 Metals, 7 Goods, 33 Wood, 300 Labor
House
50 Gold, 17 Metals, 7 Goods, 32 Wood
Tavern
50 Gold, 17 Metals, 7 Goods, 32 Wood
Church
170 Gold, 42 Metals, 17 Goods, 82 Wood
---
Effective limit on the number of buildings in one colony is 99, including Center. Opening the building list with more than this will cause the game to crash.
The number of squares in the Level 4 catchment area, including Center, is 164.
Farms have an internal housing space of 40, 80, 120, 160 (per level up). So the Level 4 Farm needs 400 - 160 = 240 Housing.
Each Center upgrade adds +1 trade route and +10 capacity per trade. Each new Dock adds +1 trade route. Each Dock upgrade (2,3,4) adds +10 capacity. Level 4 Docks are extremely inefficient (too much labor); aim for Level 3.
The AI players can put buildings on top of yours. The squares will do double-duty!
---
How much does it cost to build a city that dumps gold into the war college?
Cost of a "Lumber Town," an ideal first colony that focuses on wood for building colonies and later exporting.
With 48 mills, a center, 6 mines, 4 farms, 6 commerce, 4 forts, a war college, 8 L-3 docks, and 16 houses:
5330 Gold, 2412 Metals, 1056 Goods, 4808 Wood, 16560 Labor
= 109,210g. 17,640 living space, consumes 24 Metals, 24 Wood, and 189 Food per turn.
Cost of a "Farming Town," a very fast starter and return on investment when you sell crops.
With 20 farms, a center, 5 commerce, 4 forts, a war college, 8 docks, 8 houses:
1610 Gold, 1366 Metals, 627 Goods, 2762 Wood, 11360 Labor
= 61,700g. 12,200 living space, consumes 20 Metals, 20 Wood, and 133 Food per turn.
Cost of a "Commerce Town," a very expensive place with highest eventual gold income for a Craftsman.
With 60 commerce, a center, 4 farms, 4 forts, a war college, 8 docks, 15 houses:
6360 Gold, 3691 Metals, 2267 Goods, 4680 Wood, 15960 Labor
= 158,080g. 16,640 living space, consumes 240 metals, 240 wood, and 399 Food per turn.
The good thing about a city that chops wood is that you don't have to wait for crates to go back and forth across the sea when starting up. That saves a lot of turns. Like other posters, I recommend focusing on crops for cash. Cities that do commerce make a hell of a lot more money but are 3x as expensive. Think hard about how long you intend to carry a game out.
---
Cost of a big garrison of six Infantry, Cavalry, & Artillery: 600 Gold, 348 Metals, 72 Goods, 420 living space.
Note that Level 6 (veteran) units are the same number of people as level 5, which is different from lower levels. But Level 6 units are not registered in Forts' query screens.