It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Is there a list somewhere that indicates how much raw material is used to create a given amount of manufactured goods? I'm curious for both educated and uneducated citizens.

For example, my observations indicate an educated woodcutter gets 4 firewood per 1 log. 1 log is used per chopping cycle, producing one pile of firewood, and each pile of firewood picked up adds 4 units of firewood to inventory.

When I watch my tailor and tailor shop, it looks like each cycle of creating hide coats uses 2 leather to produce one hanging coat, and picking up a hanging coat adds 2 hide coats to the person's inventory. So an educated worker has a conversion rate of 2 leather per 2 hide coats, but things I've seen online indicate that an educated worker gets 2 coats per 1 leather.

Some of these are harder to guess because I have to watch how many of the materials are used per cycle, how many goods appear after a cycle, and how many goods appear in inventory when a pile of goods is picked up. All of this is complicated by workers wandering off, some rando laborer grabbing goods to carry to a stockpile as they walk by, the worker spontaneously changing jobs right after finishing a cycle, worker stopping to fetch more of one material or another, and the various other quirks of the citizens. So I can't just watch for "worker loads up shop" and compare those amounts to "worker takes goods to storage".
avatar
Bookwyrm627: ... but things I've seen online indicate that an educated worker gets 2 coats per 1 leather.
No list in the in-game help, and if there is a fan-made list in a site, it could be wrong as you discovered. I do know the numbers but no longer remember whether I discovered them entirely by myself, as you did, or if I did get some help.

Have you used the "show production statistics" button on your buildings to see how much they increase as raw materials inventory decreases? That is the easier way to learn and about the only problem is the monthly re-assignment of work rosters can lead to production being attributed to the wrong building - most commonly when the gatherers' hut is credited with 3 logs! Tailor, blacksmith and woodcutter seem to be less susceptible to that.
There are 3 excel sheets available for the banished add on CC v1.75 that has all sort of that information, for construction, goods, food. ect..

Google Drive links:

https://drive.google.com/file/d/0B2s4nP37VRiKRUtSRWxnQktZdGM/view?usp=sharing&resourcekey=0-GgeWRoUAfGlKWT2b0DqQMA

https://drive.google.com/file/d/0B2s4nP37VRiKUTU2ZzBjelZpaEU/view?usp=sharing&resourcekey=0-NwBKGZ9IQ0H-xBX0f_XqfQ

https://drive.google.com/file/d/0B2s4nP37VRiKdENrWmtEb182ejA/view?usp=sharing&resourcekey=0-cuY1T5rpr2bFN4QyEk55rw

There not my files, or my work. multiple tabs at bottom of each sheet.
Post edited June 16, 2021 by pen311
avatar
RSimpkinuk57: No list in the in-game help, and if there is a fan-made list in a site, it could be wrong as you discovered. I do know the numbers but no longer remember whether I discovered them entirely by myself, as you did, or if I did get some help.
Feel free to post in this thread the conversions you know. ;)
avatar
RSimpkinuk57: Have you used the "show production statistics" button on your buildings to see how much they increase as raw materials inventory decreases? That is the easier way to learn and about the only problem is the monthly re-assignment of work rosters can lead to production being attributed to the wrong building - most commonly when the gatherers' hut is credited with 3 logs! Tailor, blacksmith and woodcutter seem to be less susceptible to that.
I check production statistics sometimes to keep an eye on how well a building is performing, but that would be heavily affected by things like how many jobs I am reallocating, the automatic job shuffles, who is hauling stuff from one place to another (sometimes the blacksmith returns finished tools, sometimes some rando grabs a stack of tools and drops them off), how many fresh materials are being grabbed because that particular resource ran out before the building ran out of finished-merchanise space, and even just how lazy are the workers feeling this season.

Trying to account for all these things is a headache I was hoping to avoid if someone else has already done the work.
avatar
pen311: There are 3 excel sheets available for the banished add on CC v1.75 that has all sort of that information, for construction, goods, food. ect..
I'm playing the base game, no mods. I appreciate the attempt to help, though!
I make it to be:
BLACKSMITH
1 iron and 1 wood -> 1 iron tool if uneducated, 2 iron tools if educated
1 iron and 1 wood and 1 coal-> 1 steel tool if uneducated, 2 steel tools if educated

TAILOR
2 leather (or 2 wool) -> 1 hide coat (or 1 wool coat) if uneducated, 2 coats if educated
2 leather and 2 wool -> 1 warm coat if uneducated, 2 warm coats if educated
**** NOTE - no use buying 33 wool if that is how much a merchant offers - stop at 32!

WOODCUTTER
1 log -> 3 firewood if uneducated, 4 firewood if educated

Some raw materials
1 boulder on ground -> 1 stone or 1 iron if worker (laborer or forester) is uneducated, 2 if educated
1 full-size tree -> 2 logs if worker is uneducated, 3 if educated
(but when clearing a building site, only 1 or 2 logs from a part-grown tree even if worker is educated)
1 deer -> 160 venison and 4 leather if hunter is uneducated, 200 venison and 6 leather if hunter is educated
1 cow -> ??? beef and ? leather if herdsman is uneducated, 200 beef and 6 leather if herdsman is educated
1 bush or patch of whatever -> 16 berries or whatever if gatherer is uneducated, 22 if gatherer is educated