Upgrade
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An upgrade of the player's choice increases either the building's passive production or its capacity for workers.
Passive production does not require player participation and will never stop.
Active production requires and resources for production
Passive production, although convenient for the player and undemanding to management, has a capacity of only 50% of active one
However, both upgrade branches have common effects:
The upgrade cost also depends only on the level of the building and does not depend on the choice of the upgrade types made earlier
2
10,0
3
15,4
4
21,7
5
50,4
6
73,8
7
100,4
8
130,4
9
163,8
10
258,8
11
330,0
12
408,8
13
495,0
14
588,8
Power of Passive Upgrade
Type of Building
1-5
6-10
11-15
16-20
Farm
+ 2,08 /h
+ 4,17 /h
+ 6,25 /h
+ 8,33 /h
Lumbermill
+ 1,25 /h
+ 2,50 /h
+ 3,75 /h
+ 5,00 /h
Mine
+ 0,83 /h
+ 1,67 /h
+ 2,50 /h
+ 3,33 /h
Smithy
+ 0,42 /h
+ 0,83 /h
+ 1,25 /h
+ 1,67 /h
Fort
+ 0,08 /h
+ 0,17 /h
+ 0,25 /h
+ 0,33 /h
Power of Active Upgrade
Type of Building
1-5
6-10
11-15
16-20
Farm
+ 10 cap
+ 20 cap
+ 30 cap
+ 40 cap
Lumbermill
+ 7 cap
+ 14 cap
+ 21 cap
+ 28 cap
Mine
+ 5 cap
+ 10 cap
+ 15 cap
+ 20 cap
Smithy
+ 3 cap
+ 6 cap
+ 9 cap
+ 12 cap
Fort
+ 5 cap
+ 10 cap
+ 15 cap
+ 20 cap
Max HP Fort = (Fort level coefficient) cubed
In terms of price, passive production is cheaper because it requires , but it also blocks the ability to make upgrades in any direction for a while time=4h*building_lvl_coefficient
In this case, the building's Ty will be increased immediately after the upgrade, and the effect in the form of an increase in production speed will be activated only after the timer expires
Active production requires, has no upgrade cooldown, and the capacity of workers' growth is instant
will be upgraded
The of a will be increased
The ratio of in the treasury to prosperity will be reduced. In some cases, this will also lead to a decrease in the of settlement (The exact amount of temporarily lost prosperity is indicated in the upgrade cost)