Icon Production.png Production is one of the five resources which can be generated by a Settlement. Unlike other resource types, it cannot be transferred -- only the producing Settlement can ever take advantage -- but it is essential to making use of that settlement.

Production SourcesEdit

A city's total production is equal to Base Production * (1 + 0.01 * Production Bonus, rounded down. These categories are further defined as follows:

Base ProductionEdit

Base production is determined by race and allocation of townspeople; no spells or buildings affect it directly, though effects that provide Food allow allocating fewer Farmers. It is calculated as follows:

The only way to adjust base production is by changing the allocation of citizens.

Production BonusEdit

Production bonus can be affected by Terrain, Town Buildings, and spells. It is computed as follows:

The production bonus may be seen with the Surveyor.

Spending ProductionEdit

There are three things production can be spent on:

Trade GoodsEdit

Directly converts Icon Production.png 2 into Icon Gold.png 1

Producing BuildingsEdit

At the start of every turn, adds the city's Icon Production.png Production to an internal Icon Production.png counter. If this total equals or exceeds the Icon Production.png cost of the building being produced, the building is completed, the Icon Production.png counter is reset to zero, and the city is reset to producing Trade Goods.

Producing UnitsEdit

Works identically to buildings, except that when the unit is completed, the city's production is not reset to Trade Goods.

Changing ProductionEdit

If you change what you are producing, your Icon Production.png counter is left unmodified, so you can change your mind at any time -- though if you're Icon Production.png 800 into building a Wizards' Guild, it's rather wasteful to change it to Spearmen.

Accelerating ProductionEdit

You may spend Icon Gold.png Gold to speed production. Doing so sets your Icon Production.png counter equal to the Icon Production.png cost of what you are building; the cost depends on your current Icon Production.png counter, as follows:

  • 0: Icon Gold.png 4 * Icon Production.png cost.
  • <Icon Production.png cost/3: Icon Gold.png 3 * (Icon Production.png cost - Icon Production.png counter)
  • <Icon Production.png cost - Icon Production.png Total Production: Icon Gold.png 2 * (Icon Production.png cost - Icon Production.png counter)
  • Icon Production.png cost - Icon Production.png Total Production: not allowed.

In other words, rush buying will cost you 4 gold per production point bought if you have not put any turns into producing your target unit or building; 3 gold per production point once you have put at least 1 turn of production in; and 2 gold per production point if you are more than one third of the way done.

Note that it is possible to change production even after buying; this is probably not intended.


There are two basic elements to Production strategy: Worker Allocation and Buildings.

Worker AllocationEdit

As noted above, when you complete a building or unit, your Icon Production.png counter is reset to 0, wasting any excess; thus, you want to make sure to minimize excess -- if you're building a Shrine, Icon Production.png 20 builds it in 5 turns with no waste, Icon Production.png 25 builds it in 4 turns, but Icon Production.png 24 builds it in 5 turns with 20 waste. Is is rarely practical to avoid all waste, but it's worth checking and if necessary reallocating when you start production.

Production BuildingsEdit

Maximizing production is somewhat complex, because production is actually altered in many different ways: other than increasing your Production Bonus, a Icon Food.pngFood bonus allows converting Farmers into Workers, an Unrest bonus allows converting Rebels into Workers, a Icon Gold.png Gold bonus allows spending more on Accelerating Production, and a bonus to population growth rate just gives you additional townspeople. In the end you may want to just build all of them, but some basic advice:

  • You will almost always want a Granary and a Farmers' Market.
  • If you have Rebels, it is almost always worth building a Shrine and a Temple; other buildings that affect Unrest are more dubious propositions.
  • Remember that Icon Production.png production can't be transferred, so don't overbuild; if you don't actually need the capacity, consider not building it. This particularly applies to the Mechanicians' Guild.

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