Infection Free Zone (无感染区)

Infection Free Zone (无感染区)

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Food Production Chain Math - Help needed
Dear community,

there are some guides in the guide section explaining some of the food production math. But I do not like working with data I don't know how to verify.

So please help me understand! I just don't know how to properly read the UI information in the buildings.

Tacticat Example Spreadsheet [docs.google.com]


How do I calculate the daily (12 hours work day?) output of
- a normal field per farmer?
- a vast field per farmer?
- a barn per farmer?
- a cookhouse producing from grain per cook?
- a cookhouse producing from meat per cook?
最后由 Sofa King Cute 编辑于; 10 月 27 日 上午 2:11
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leftbehind 10 月 27 日 上午 2:24 
I tend to just build more stuff as needed in the early game whilst also scavenging for extra cans and occasionally shoot nearby animals for meat.

Remember that crops and fertilizer aren't just used in food production - the bar consumes crops, chemical plant can consume fertilizer (and crops too IIRC).

Also, winter massively reduces crop yield from farms, but greenhouses are unaffected.

The walking distance between food building and warehouse can also have a surprisingly big impact.

Personally I get the strong sense that it's better to have more small buildings doing food stuff rather than one large building with lots of workers. I've not done any deep research on that, however.

And for me, I often find that I need to drag workers away from farming and/or food production for urgent repairs, etc. This is why I generally don't bother with the maths based approach, and just make little adjustments throughout the game.
Sofa King Cute 10 月 27 日 上午 6:31 
Thank you for your response. I understand the urge to play it by ear - but the least I want to be able to calculate is the amount of barn workers theoretically needed to turn the production of a single green house (using fertilizer) into meat and fertilizer?

And whats more: how do I read the ingame tooltips in the production buildings properly to figure stuff like this out using ingame data?
Sofa King Cute 10 月 29 日 上午 11:41 
Sorry for putting this thread back to the top of the discussion list by necro. Does anybody else have a tip for me on how to read production data in the game?

For a simple example: A fisherman's hut employs up to 4 staff - how do I get information on how much meat/fish a fishing hut produces per day and how many cooks I need to turn that fish into prepared meals?

Simply looking at the ingame tooltip and waiting for a new "production batch" to start and then writing down the estimated time for completion seems a VERY odd way of going about it. There has to be some more informative way of planning production chains around more or less accurate numbers provided by the game?
Citizen Kane 10 月 29 日 下午 1:06 
Sorry, but as long as everything is subject to change for balancing, (probably) no one is going to write a Wiki.
Sofa King Cute 10 月 29 日 下午 1:32 
Fair statement, Mr. Kane, Sir - so how do YOU read ingame production data to allocate your survivors at least somewhat logically?
Citizen Kane 10 月 29 日 下午 1:50 
The new statistics (especially "daily change") help me a lot. Before that change, I had to keep an eye on the amoung in storage, so I acted always a little bit late.

Basically I build too much of everything (especially farms, although that makes least sense ^^ but I "need" them for the symetric look of the zone layout), and then I reduce the amount of workers until I produce only a little bit more than needed.
So if productivity goes down because of negative mood effects I have a spare working places to assign more workers.
Citizen Kane 10 月 29 日 下午 2:01 
I just counted them, for the latest layout I built 64 small farms. I'm pretty sure that isn't necessary to feed 800 citizen. But it looks awesome. :steamhappy:
Adamos 10 月 29 日 下午 2:15 
The game is quite fluid with some critical inputs you would need. Tooltip containing remaining production time is for default production speed. But this can be faster or slower depending on mood. With high mood, 3hrs of pending work can be done within 2 hours.

Also if you're not near equator, daylight differs a lot month to months, so every day there is different hours contained in a workday.

For me it was quite a fun to figure it all out for myself. I was comparing fertilizing is even worth it etc.

Also there are laws... and if you make long working hours, then your bar brews for nothing, as people do not have time to drink and you'll get the mood penalty for not having brews even if you make 2 for each citizen :))

So take all that into your calculations, hahah!


I'll not give you spreadsheets but simplified approach could be something like this:
(I do have mostly maximum +60% productivity bonus from mood and winter workdays goes below 9 hours in December)

I look at rations stockpile and see people eat 50 units a day.
I need 6-8 cooks in winter
I also need 20 units of meat, which will be produced by 4-5 farmers in a barn in winter.
With the meat I get 10 bags of fertilizer, which I will use to produce 70 bags of grain.
I have 16 workers on 2 large fields (I do not use greenhouses, they are 20% slower) when temperature allows - which can be 7 to 9 months in my current game), during off-season they are scientists.
20 out of 70 bags of grain will be used in barns
15-20 bags of grain will be brewed in bar by 5-6 workers
and surplus of 30+ bags of grain can be stored or used to make fuel etc.

That is in total 31-35 workers employed in food and brews production for about 160 adults, but also generating surplus of grain and doing some research. Not counting the wood input though here... So for me it is roughly 20% of population covering these needs.
Hey there,
that’s actually not an easy question. The resource output depends heavily on overall satisfaction. If satisfaction drops, a production line can collapse, which in turn leads to even more dissatisfaction. Satisfaction has a maximum impact of +/-60% on work efficiency. In addition, sunrise and sunset times also affect working hours.

Therefore, you should always keep some free capacity in this area and keep expanding food production until you’re consistently generating surpluses. I recommend building greenhouses instead of fields. They’re a bit more expensive, but they provide a continuous output, which is especially important during winter. It’s better to throw food away than to not have enough.



引用自 Sofa King Cute
Dear community,
How do I calculate the daily (12 hours work day?) output of
When you select a building and hover over the product it’s producing, you can see how much time is left until it’s finished. If you wait until the start of the production cycle, you’ll be able to see the full duration of that building’s cycle. However, since production facilities usually differ in size, you’d either have to do this for each building individually or make sure that every building of the same type has the same number of workers.
And I forgot to mention one more important factor to work efficiency - distance from houses and warehouses your workers come from / go to. Walking is slow compared to fast day progression, so this heavily impacts any work efficiency calculation you'd like to make :)
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