The following tables are based on a .pdf document called "Production Overview", http://www.anno1503.de/english/home/show_news.php4?id=353&caller=archive , with several adjustments made to reflect inaccuracies in those tables. Cost data is based on that contained in the Building and Industry Data appendix. "Consumption" is the consumption in tons of raw materials per ton end product. "Production Time" is the time per ton of end product, in seconds. "Cost per unit" was erroneously labelled "Cost per Minute" in the original. "Base price" is the "internal game base price in gold per ton". Hakea notes: "It is for the Price we get, but the basic Stall items get modifiers applied. Things like Spice have three levels (0,5,10) plus additional bonuses depending on where your main island is. For example, Spice fetches a bit more on North Islands (two +5 bonuses), etc." All times are based on normal game speed.

Kay Bennemann writes: "To give you an example of how to read the data [for a Bakery]: the value 0.98 means that the Bakery consumes 0.98 tons of raw material (flour) to produce 1 ton of bread. The 'production time'-value represents the time (in seconds) needed to produce 1 ton of the final good. The bakery consumes 0.98 tons of raw material to produce 1 ton of bread, which takes 10 seconds." Narcissus X queries: "If I understand correctly then, a Sheep Farm will consume 15.29 tons of grass to produce 1 ton of wool in 45 seconds." Kay replies: "As far as I understand it - yes. Sheep consume LOTS of grass."

Kay provides a translation of parts of the original method: "To measure productivity a statistic continually keeps track of the amount of goods produced by the workshop in question over the last five to ten minutes. The mean value is then calculated and taken for the average amount of goods produced per minute. This amount is then compared to a value set by the programmers. The following rule applies whenever productivity lies under this value, e.g. the mean value is lower than the reference value: Effectiveness = Mean Value / Reference Value; otherwise: Effectiveness = 100%. This method's limitations are best shown using the hunter, whose reference value lies at 0.6 units of food per minute. Hunters well supplied with game can also produce 1.5 - 2 units or more of food per minute. This would represent an effectiveness of 250 - 333%, yet 100% is all that is shown. On the other hand, some workshops, such as tobacco plantations, can never reach 100% as their reference values are set just a tiny bit higher than the best possible productivity value. This therefore means that the productivity display is not particularly expressive in the 90 to 100% range. In the end, these values mean nothing more than that the workshop is producing approximately as much as the game designers expected it to. However, if productivity lies markedly under this value there is obviously a problem which you should do something about."

A test environment was created where other factors affecting the balance sheet were removed (sales to population, new construction, etc). Production times were related to the time taken for operating costs to be deducted. This method discounts the differences created by playing at different game speeds. This has one limitation: "The measurement of time in terms of balance period doesn't work for game stands with very small balance amounts (less than 50 pieces of gold). Since operating costs are deducted in many small steps rounding errors may occur in the players favor, resulting in less gold actually being deducted from the players account than theoretically required. In as much as these rounding errors (on the order of around 10 pieces of gold) themselves fall into the realm of very small balances this can result in misinterpretations."

"Although using more workshops increases the universality of the results, it doesn't do anything towards reducing errors in measurement, which increase with each new workshop added. When testing agricultural workshops (farms, etc.) it is especially important to make sure that the test phase runs significantly longer than the re-growth period of the produce in question. This is the only way to take variations in harvest yields into account in the mean values." Tests were typically run until 50-100 units had been produced by a workshop, after which a comparison of starting and finishing balance and stock were made.

Industry Consumption and Production
Farm/IndustryRaw MaterialConsumptionProduction TimeRaw Material T/minRaw Material Cost/minProductMaximum Output 100%Production T/minCost/unitBase Price
ArmorerLeather0.94401.4130.75Armor1.351.559.69 65
Iron [3]0.94401.4128.8
BakeryFlour0.98105.8667.01Food6613.6745
Bow MakerWood0.94301.688.42Bows1.8234.97 60
Rope0.47300.9431.51
Bow MakerWood0.94301.688.42Crossbow1.8234.97 80
Rope0.47300.9431.51
BreweryHops??Alcohol2226.0750
Butcher's ShopCattle1.33203.9825.99Food331645
Cattle FarmField5.862513.48Cattle22.36.5215
Charcoal BurnerWood0.78104.6923.44Charcoal665.919
Cotton PlantatnCotton Fld5.8630Cotton22.19.5221
DistillerySugar1.88303.7534.09Alcohol2227.0550
Dye WorksSilk1.09203.2876.56Silk Cth3350.15 85
Indigo Tree0.47201.4133.89
FishermanFish4.04153.23Food0.850.82545
Forester's HutForest2.2518Wood2.052.458
Gem Mine30Gems224052
Gold Mine30Gold222550
GoldsmithGold0.94301.8846.66Jewelry2280.94190
Gems0.94301.8875
Grain FarmGrain Field2.1974.2Grain1.81.925.2112
GunsmithWood1.48204.1520.76Muskets2.6336.12 90
Iron [3]0.94202.8157.59
GunsmithWood1.48204.1520.76Cannon2.6336.12110
Iron [3]0.94202.8157.59
Hemp PlantationHemp Field3.430Hemp12.088.6532
Hop FarmHop Field4.4530Hops22.18.5719
Hunt Lodge [5]Wild Game1.3462.74Food0.62.059.7645
Hunt Lodge [5]Wild Game1.34102.74Hides0.62.059.7641
Indigo PlantatnIndigo Tree6.439Dyes1.51.6624.136
Large Ore Mine~7Ore98.977.2415
Large Ore SmOre1.05~88.4461.13Iron8820.48 45
Charcoal0.59~84.6927.69
Marble StonemasRaw Marble1.0312Marble1.81.51222
Medic Herb PlntMed Herb Fd1.375Med Herb23.054.9230
MillGrain1.17203.5218.31Flour3311.4424
Ore MineOre55815
Ore SmelterOre1.23154.9239.38Iron4423.65 45
Wood0.76153.0515.23
Ropemaker [4]Hemp2.34502.8124.34Rope1.21.233.6299
Salt Mine10RockSalt664.178
Salt WorksRock Salt1.02106.0925.39Salt669.2330
Sheep FarmGrass15.2945Wool1.11.47.1421
Silk PlantationSilk Field6.8639Silk1.51.523.3333
Small FarmField13.67709.84Food0.70.7227.7845
Small FarmPotatoes1020Alcohol0.560.5536.3650
Small Weapon SmIron [3]0.59301.4124Swords1.823265
Smith [2]Iron0.88281.8844.35Tools22.1433.46 60
Wood0.22280.472.34
Smith [3]Iron0.88281.8838.39Tools22.1430.68 60
Wood0.22280.472.34
Spice PlantatnSpice Field6.0940Spices1.41.428.5760
StonemasonRaw Stone0.496Bricks33.35.4512
Sugarcane PlantSugcane Fld4.830Sugar21.989.0922
Tailor [1]Cloth0.94202.8163.7Clothes3332.77130
Furs0.23200.74.61
TanneryHides1.69362.8127.44Leather1.51.6721.8670
Tobacco FactoryTobacco1.99303.9862.91Tob Pdts2239.4675
Tobacco PlantatTobacco Fld4.8130Tobacco21.915.7925
Trapper [5]0.110Furs13.056.5630
Weapon SmithWood0.94401.266.28Axes1.341.546.72 63
Iron [3]0.94401.4128.8
Weapon SmithWood0.94401.266.32Lances1.341.546.74 60
Iron [3]0.94401.4128.8
Weaver's HutWool1.85432.5818.42Cloth1.41.423.9565
Weaver's HutCotton1.85432.5824.55Cloth1.41.428.3565
Weaving MillWool1.33203.9828.46Cloth3319.4965
Weaving MillCotton1.33203.9837.94Cloth3322.6565
WhalerWhales0.9410Whale Bl663.3313
Whale Oil FactyWhale Blubr0.94202.819.38Lamp Oil339.7985
WineryVineyard5.9439Wine1.51.628.1370

Notes:

  1. Figures assume use of Cotton Production.
  2. Figures assume use of Small Iron Works.
  3. Figures assume use of Large Iron Works.
  4. Assumes 3 Hemp Plantations to 2 Ropemakers.
  5. Output variable. Depends how far hunter needs to go to find wild animal.

The second table shows land and workforce requirements for primary industries (farms, plantations, mines). Growth per second is the time from harvest until a new crop is available. "No. Fields" is the number of fields that can be placed within the farm's service area; "Max Effec Field" is the maximum number of fields that are used. "Max Trnspt" is the maximum weight each worker can carry, in tons. "Time" is the time needed to harvest one field, in seconds. "Workers" more accurately means figures, so a worker on a cattle farm is actually the cow figure. On most farms these figures are humans.

Requirements for Primary Industries
FarmField TypeGrowth/sNumber of FieldMaximum Effective FieldsWorkersMaximum TransportTime
Cattle FarmMeadow2045245.8327
Cotton PlantationCotton2705252236
Fisherman1311
Forester's HutForest4808443.2214
Grain FarmGrain3103621.7139
Hemp PlantationHemp3305238.92311
Hop FarmHops3105248.3239
Hunting Lodge114
Indigo PlantationIndigo Tr3005252237
Marble StonemasonMarble Qy20111110
Medicin Herb PlantMed Herbs3003420.85138
Sheep FarmMeadow2048872.8539
Silk PlantationSilk3005252236
Small FarmMeadow2043433.53311
Small FarmPotato2723424.9137
Spice PlantationSpice3304946.9238
StonemasonQuarry20111110
Sugarcane PlantatnSugarcane3305252.3216
Tobacco PlantationTobacco3305250.22311
Trapper114
Whaler1200.5
WineryVines3304949237

The final table in this series shows the number of people each industry can support. In most cases, these values assume 'combines'. Combines attempt to balance the provision of industries in a way that tends to make them operate efficiently. Usually they provide 1 processing building per 2 raw material suppliers. For example, a Cattle Combine, is 2 Cattle Farms and a Butcher, because a Butcher processes Cattle into Food at about twice the speed that one Cattle Farm produces Cattle. Suggested combines are:

Aristocrats are widely considered not to require Cloth, just Clothing. The original table included Cloth figures for Aristocrats (215 per Sheep/Weaver Hut Combine, and 462 per Weaving Mill Combine).

Population Supported by Industry
Product/IndustryPioneersSettlersCitizensMerchantsAristocrats
Alcohol
Small Farm (100% Potatoes)138110110138
Hop Combine500400400500
Sugarcane Combine500400400500
Cloth
Sheep/Weaver Hut Combine349279279465
Sheep/Weaving Mill Combine7506006001000
Cotton/Weaving Mill Combine7506006001000
Clothes
Clothing Combine1716
Tailor's Shop429
Food
Hunting Lodge205228228228228
Fisherman8089898989
Small Farm (100% Food)7280808080
Cattle Combine300333333333333
Grain Combine600667667667667
Jewelry
Jewelry Combine667
Lamp Oil
Whale Combine30003000
Whale Oil Factory15001500
Leather
Tannery417556
Salt
Salt Combine3000300024002400
Silk
Silk Combine750500
Spices
Spice Plantation350350350
Tobacco
Tobacco Combine500500500
Wine
Winery320

Stratgan analysed food production using the figures in the tables above:

Food Production Analaysis
Farm/CombinationCostT/minCost/T/Min
Hunting Lodge202.059.76
Fisherman200.825
Small Farm200.7227.78
Cattle Farm(2)15--
Butcher(1)223-
Combo52317.3
Grain Farm(4)+10--
Windmill(2)+16--
Bakery(1)156-
Combo87614.5

Notes: "You will notice that the cost/minute of the .pdf file is not the same as mine for some items. These are the butchers/windmill/bakery costs. From what I have gathered, they include the price of raw materials in their base cost/minute, which 'could' be sold on the market instead, which considerably raises the price tag. I have factored that out of my equations, using only operational cost/tons produced. That should help explain the discrepancies."

Cattle/Grain Comparison
Farm/CombinationCostT/minCost/T/Min
Cattle Farm(9) + Butcher(5)1791511.9
Grain Farm(11) + Windmill(6) + Bakery(3)2511813.9

Notes on Optimal Combos: "As per the production table .pdf files, I have calculated different combo's to maximise efficiency. Since cattle farms produce 2.3 cattle per farm, and butchers eat 3.98 cattle per shop, with the standard ration, you basically produce 4.6 cattle, and the butcher eats 3.98 of them. The leftovers are put in the warehouse. Instead, using those values, make 9 cattle farms (20.7 cattle/minute), and 5 butcher shops (eats 19.9 cattle/minute), thus, you save 1 cattle farm's worth of operational cost, hence the much lower cost of this combo, while still putting in 0.8 cattle/minute in your stock. For grain, its the same. Using the .pdf file as a reference, I put 11 grain farms x 1.92 grain = 21.12 grain/minute, 6x windmills x 3.52 grain consumption/minute = 21.12 (exact amount needed). Because the conversion ratio of a bakery is nearly the same as the output of a pair of windmills (5.86 consumption for the bakery, vs 6 tons of production from 2 windmills), I use 3x bakery x 5.86 = 17.58 grain/minute consumed, with .42 t/grain/minute going in reserves."

Stratgan continues: "It is important to compare another factor when deciding on which food chain to produce... space, or 'fields' used. The following table list how many field each food production chain uses, and their averages (I had to manually count all the squares for each type of building... took a while):

Combo Field Comparison
Farm/CombinationFieldsProduction#Fields/Ton
Fisherman90.811.3
Hunting Lodge2212.05107.8
Small Farm450.7262.5
Cattle Combo I131343.7
Cattle Combo II5941539.6
Grain Combo I207634.5
Grain Combo II5761832

Note: "The fishermen take only 9 spaces on the mainland, their fields being water! Thus, although they are incredibly expensive to maintain for their production, they can be a life saver when you have limited space on an island. The Cattle combo II is the best cost wise, but it takes up more fields than the grain combo. This can be especially important when strapped for space on a small island."