Goodgame Empire – Food Production

Goodgame Empire – Food Production


Hello everyone, I’m Breor, and welcome back
to Goodgame Empire. Thanks for clicking on this video! I know food production isn’t necessarily
one of the most exciting aspects of the game, but it could well be the most important. The amount of food you produce will determine
how many troops you can reliably feed, which in turn will either help or hinder you when
it comes time to participate in any of Goodgame Empire’s in-game events. Some players will tell you that it isn’t
necessary to produce a lot of food if you’re able to collect it from attacking NPCs and
other players. I disagree, because you can’t loot any resources
while you’re offline, and therefore even if you dedicate your entire day to looting,
your troops are still going to starve overnight. If you’re in a solid alliance, you’ll
be collecting free troops all the time from alliance event rewards, so it’s time to
learn how to feed them. Maximizing your food production will allow
you to store thousands of troops 24/7 in your castles, meaning that you can crush your opponents
both on the attack and on the defense. More importantly in today’s event-driven
game, you’ll have the troops necessary to destroy a greater number of NPC and invader
camps. In this video I’ll share with you the various
means and methods by which I’m about to substantially increase the food production
in one of my outposts. A few months ago I received a message from
an audience member who was impressed by the amount of food I was producing in this outpost. He wanted me to make a video about it. How much am I producing? Ironically, this outpost is my lowest-producer,
coming in at a lousy six-and-a-half thousand units per hour. I’m sure many of my alliance members, and
even some of my viewers, have outposts that produce double to triple that amount. I’ve neglected this outpost for the longest
time because, for some reason, I’ve never stored attackers here. I don’t visit it often, it feels out-of-the-way,
and (until now) it’s been last on my list of priorities. But that stops here… in fact, from now on
you should think of this video as Extreme Makeover: Outpost Edition. That is a very weird reference for me to make. Anyways, before we go any further, let’s
review the basics, because I have done a few things right when it comes to this outpost. This outpost is what’s known as a superfood
outpost, or an F-8. I drove out to the empire countryside to grab
this screenshot, which I’ll use to explain the different types of outposts (chances are
you know about them already, but humor me for just a moment). An outpost that looks like this is considered
a stone outpost because the stone icon is located on the left, signifying that it is
the primary resource at this location. The quarries inside this outpost are large,
and will provide room for six stone production buildings to work at a 100% workload. You can build as many stone production buildings
as you have room for, but after the sixth one, they will start to produce less and less. The law of diminishing returns is also true
for wood production buildings and – most importantly – for food production buildings. That’s why you should capture outposts with
the largest fields; they will support the greatest number of granaries and thus provide
the highest food production. All stone and wood outposts provide for two
granaries at a 100% workload. A regular food outpost provides for six granaries
at that 100% workload. A superfood outpost provides for eight granaries
at that workload. If you intend to be playing the game for a
long time, and using the same outpost all the way up through level seventy, you owe
it to yourself to pick up a superfood outpost. As some of you seem to remember from a previous
video, I actually discarded my first account in Empire, which had almost reached what was
then the level cap, to begin again at the edge of the world map where I could capture
the three superfood outposts I have now. That was probably the best decision I could
have made at the time. If you’re stuck with bad outposts, another
solution would be to join an alliance that has inactive members with property available
for you to take. You can use my immolation technique, which
I discussed in the Quick Tips #2 video, to make sure no buildings are turned to rubble
when you capture another player’s outpost. Have a suitable outpost already? Excellent. Let’s move on. If you peek inside your own castle, you can
click on one of your production buildings and then click on the blue letter “i”
icon in the lower left corner of your screen. The icon appears the same as, but is different
from, the blue letter “i” icon in the command wheel that appears above the building. The window in the lower-left corner will tell
you the building’s basic production, workload, and productivity, and also the number of units
it produces per hour. Whether you have a superfood outpost or not,
I would recommend constructing at least fifteen granaries, and we’ll talk about why that
is in a moment. We’ve now discussed workload, but what can
we do to increase the basic production of this building? There’s an obvious answer and a less obvious
answer… but both are very straightforward and effective. The obvious answer is to upgrade the building,
which will require some resources. I’ve collected lots of resources for the
purposes of filming this video, so please enjoy this timelapse of me performing lots
of upgrades. Due to recent changes to the game, granaries
don’t require as many kingdom resources, but I did have to loot the nomads substantially
to get the stone and wood I needed. Be patient, and be persistent, and you will
be rewarded. I find that, in the struggle to be continuously
upgrading the hall of legends, sometimes players ignore their granaries… do yourself a favor
and pay them attention from time to time. You will need the architect to be present
if you want your granaries above level twenty, but by that point you should have a lot of
food production going on in any castle you’re working with. The other way to increase base food production
is to use base food production build items. I talked about these extensively in my video
dedicated to build items, but that was made back before players had to spend money or
rubies to get them. The developer was quick to realize how overpowered
these build items were, and thus removed them from the game for quite some time. They were later reintroduced, but only in
ruby offers and special promotions. I had been able to construct a few using regular
resources in the first place, and I thought that was the end of it. However, in a recent change, Goodgame Studios
has made an extremely limited number available to players via the Kahn component of the nomad
invasion. In my experience, this component is exclusively
for established players who are already up-to-date on their equipment. If you’re an advanced player with the potential
to succeed at this event, keep your eye out for them because they make for great prizes. For most players though, it’s a different
story. But, while you probably won’t be able to
afford or earn base production build items, you can and should still construct the weaker
production build items. So what’s the difference, you ask? Base production build items are applied before
public order is taken into consideration. The decorative items in your castle will make
them more powerful… so powerful, in fact, that they will boost your overall production
by several hundred units per hour easily. Production build items are applied after public
order, and thus give flat bonuses. These flat bonuses are decidedly less exciting,
but still worthwhile to invest in, at least in my opinion. And now we come to the reason why it’s important
for you to have at least fifteen granaries in each of your castles… you can have up
to fifteen build items! This means that even if your last granary
itself produces almost nothing, you can add a build item to it which will give you two
hundred extra units of food per hour. You can think of it as keeping the granary
around just to provide a slot for you to use your build item. I have heard, but have not been able to confirm,
that the two types of food production build items are counted separately. If true, this would mean that you could have
fifteen of each for a total of thirty in one castle, so theoretically there might soon
be a justification for more powerful players to have more than fifteen granaries. I’m skeptical of this claim, but I’m not
in a position where I can check that, so if you find out, let me know in the comments. I’ve spent time during the past few days
constructing build items, so let’s go ahead now and apply them to some of the granaries
in this castle. By this point in the video, you’ve probably
already noticed the overseer icon above all of my granaries. If you’ve watched some of my other videos,
you might remember that the food overseer was number one on my list of best ruby purchases. I currently have two weeks on this overseer’s
rental period, and I’ll be purchasing more time at a later date. The food overseer is truly a great purchase
for all types of players: level 70s because they can obtain big armies, and lower-level
players too because, at that stage in the game, there’s no way to keep up just by
looting. Now that I’ve decided to perform upgrades
at this outpost, it’s a good idea to keep attackers permanently stationed here. Using this outpost as my primary base-of-operations
means the resources I pillage will be brought here automatically, and there will be no need
for me to send small quantities of them between my castle using market barrows. Storing hungry attackers here also provides
even more of an incentive to increase food production. Let’s head to the rear of my castle for
two extremely important upgrades that, for some reason, I had forgotten about until now. The flour mill is obviously quite important
for food production, and upgrading it twice will give me a twenty percent boost in this
castle. I have upgraded my other flour mills already,
but perhaps I didn’t visit this castle enough to notice it earlier on. I guess that’s good news, because it makes
for a better video! Upgrading the flour mill does require a considerable
amount of resources, but, thanks to the magic of video editing, I can make it look easy. Now that we’ve come to the back of my outpost,
I’m noticing a number of buildings that could be demolished to make space for more decorative
items. Since I loot all of the stone and wood I need
from NPC targets, I haven’t left any wood production buildings in this outpost. That means I have absolutely no reason to
keep this sawmill in my castle. Let’s demolish it now. I can also remove some or all of these guardhouses,
and I can demolish these dwellings too. As you likely know, dwellings contribute negatively
to public order, so demolishing them should really help my food production. This extra space will be filled with cool
decorative items in time, but for now I’ll have to use gardens. If you’re wondering how much of a production
boost I get from my decorative items in this castle, that figure would now be slightly
higher than 298%. Let’s return to my main castle and visit
the research tower to see some of the things I’ve already done to increase my food production. I’ll show you what the research tower used
to look like now using a clip from one of my older videos. Some might describe this appearance as logical
or “easy-to-understand,” while others might use words such as organized or intuitive. Apparently Goodgame Studios decided we would
be better off with this. And if this doesn’t look too bad to you…
if it sounds like I’m complaining for no reason… wait until you see the other tabs. In the basic research section you will find
an entry called plows. Researching it increases the food production
in your main castle, so it won’t have any effect on my outpost, but it’s good to perform
nevertheless. Since it’s basic research, designed for
low-level players to perform, the effect is obviously pretty small, but every bit helps. For higher-level players, an entry called
three-field crop rotation appears as part of the economic research tree. Where is the economic research tree? Good question! It’s on the advanced research tab, but you
actually have to drag the panel over or zoom out extensively to be able to see it. I would bet that there are players in the
game who don’t know that any of these options for research exist. Anyways, this is one of the things you want
to prioritize when you are completing your research, but I imagine most level seventy
players will have already finished this from way back in the day when they could actually
find it. It’s also worth taking a look at the VIP
mode panel, since VIP mode can seriously contribute to the amount of food you produce. Thanks to the seasonal events, the mercenary
post, and the wheel of fortune, I’m able to keep my VIP mode active without spending
rubies. There are members of my alliance who have
over a year of VIP mode that they’ve accumulated just by participating in events. With this attack against a watchtower in Berimond,
I shall assume the rank of Weapon Master, which shall temporarily increase my food production
in the Great Kingdom by twenty percent. All of these upgrades are well and good, but
I’d like to really increase my food production in this video, and that means making a purchase
I’ve been saving up to make for a long while. You probably already know that the symbol
on your coat of arms can provide a bonus in the game. One of these bonuses is increasing the food
production across all of your castles. In order to obtain a particular symbol, you
must first unlock it by collecting achievement points in the game, and then you must spend
either coins or rubies to make it yours. I have almost enough achievement points to
unlock the sun symbol, which provides a 30% bonus to food production. I have been told that purchasing this symbol
requires almost two hundred thousand rubies, and so I’ve been working hard to collect that
amount for the past few months. In order to grab those last achievement points,
I will temporarily boost the production of wood in my main castle and thus satisfy the
requirements for levels nine and ten of the achievement ‘building material’. But I actually won’t, and that’s because
yesterday I discovered how deceptive the food production formula can be. Let’s run a quick experiment. In this experiment, I’m going to make use
of the fish symbol, which is the first and cheapest symbol that provides extra food production. According to the text here, the symbol will
provide a four percent boost to food production, but I’m about to show you why you shouldn’t
take that at face value. The box on the top shows my food production
in sands without that symbol applied. The box on the bottom shows my food production
in sands with that symbol applied. Here’s my question… does anything seem
funny to you? That’s right… what’s pictured is nowhere
near the advertised four percent boost. Let’s multiply the original food production
value by one point zero four to get an expected value of eight thousand five hundred ninety
three, which is far larger than the actual value with the symbol applied. Now let’s figure out how much of a boost
I’m actually getting by running some calculations in the reverse direction. The actual food production value (with the
symbol applied) divided by the original food production value reveals that the symbol is
actually giving us only a boost of point seven percent. Point seven percent! I probably sat for an hour yesterday thinking
about why this might be. Obviously there are a lot of factors in the
game that affect food production, and we’ve talked about most of them in this video. My first conclusion was that the coat-of-arms
symbol is applied to the food production value before some of the other factors. In other words, what we’re seeing here is
a four percent bonus, just not on the entire original food production value. But I don’t think so, because the commutative
law exists. If you don’t remember from math class, the
commutative law says that the order in which things get multiplied or added doesn’t matter. Ten times three times five is the same thing
as five times ten times three. You can even add parentheses into the formula
and it won’t change anything. The commutative law also applies for addition,
but it doesn’t apply for addition and multiplication in the same equation. So then I started to perhaps think that could
be it. Are there any significant bonuses out there
which are additive in nature (in other words, provide a flat boost rather than a percentage
change). Public order is done by multiplication. So are gallantry titles, the hunting lodge,
building workload, the food overseer, advanced research, the flour mill, VIP mode, and pretty
much all the rest. There are only three factors which I can think
of that use addition: build items, the basic research which I showed you earlier, and the
granaries themselves. There are no build items in this castle, so
we can rule that one out. The basic “plows” research only applies
to the main castle, so we can rule that one out too. It wouldn’t make sense that the coat-of-arms
symbol could be applied to some of my granaries, but not all. You might think that the discrepancy has something
to do with resource villages, but I’ve also tested everything in green, and things just
don’t add up. The bottom line is thus either:
I’m missing something that’s obvious to all of you,
There’s a bug or error in the food production formula that’s devaluing coat-of-arms symbols,
or The food production formula is deceptive on
purpose. I’ve reached out to the developer about
this issue but have so far received no response. I would recommend not purchasing any coat-of-arms
symbols for rubies until we’ve found out why they don’t provide the advertised effect. If a legitimate reason for this exists, then
the coat-of-arms symbols are worth nowhere near their cost and should not be bought anyways. This is a big letdown for me, because I wanted
to make a video in which I could double the food production in my outpost, and the coat-of-arms
symbol was going to be a big part of that. I still want to spend in this video the rubies
I have saved, and it has come to my attention that my bakeries could use some upgrades. Upgrading my bakeries will not increase my
food production, but it will reduce my troops’ food consumption, which is essentially the
same thing. The bakery is slightly too expensive for my
tastes, so I’ll use a old trick to reduce its price. Let’s jump into the Storm Islands solely
for the purpose of constructing a level one bakery using regular resources. That will trigger a bakery upgrade discount
offer to appear, which I’ll now use to upgrade all of the bakeries in my actual castles. I haven’t upgraded any of my bakeries since
I first bought rubies several years ago, and at that time my account was probably quite
pitiful. It’s funny to think about now how far I’ve
come and how big of a role this channel has played in my development. Alright ladies and gentlemen, I believe that’s
all I can do to upgrade my food production at this outpost at this time. Let’s go ahead and take a look at how much
I’ve been able to improve it. There we go! I’ll put up numbers on the screen now showing
how much it has been improved by. I record my audio for these videos before
I actually film them, so I actually don’t know right now, but I’m sure it will be
on the screen. Those are all of the tips I had for you, but
it’s a complicated subject, so if you have more tips and tricks of your own, do feel
free to share them in the comments. And that’s the end of this video! You made it all the way to the end. It was eighteen minutes long, so thank you
for that. If you enjoyed it, please do consider subscribing
to the channel or recommending the channel to your friends or alliance-mates. Hopefully it will help them get better and
also it will help me. Thanks very much for watching, I’ve been
Breor, and I will see you again in the next video.

Author:

67 thoughts on “Goodgame Empire – Food Production”

  • (1) Sorry about the audio peaking issues. I didn't really feel like re-recording eighteen minutes of audio!
    (2) If you spotted two short videos on the channel this morning, those were streamed by accident due to a hotkey issue. They have been removed now and were simply clips from this video half-edited.

  • A THUMBNAIL!

    edit: Well, at 7:37, I can confirm that the regular food production and base food production build items are counted separately.

  • Jameson Huddle says:

    Are you happy with your bakery upgrades? I upgraded some earlier this summer and it was a very noticeable difference. asdfthe4th usa1

  • i got an overnight food tip, i never tried it and came up with out on my own, But i do assume other players came up with it on their own too

    this isn't super effective, And works better if the food consumption in another kingdom isn't too high, Its Also better if u haven't researched the travel speed increase for resources between kingdoms yet

    lets get to the point

    make sure ur missing a nice amount of food in ur main castle, send enough food to fill up ur storage in the destination. when that is underway, fill up ur food in ur main, so in two hours if ur food has gone down a bit the food from the outer kingdom will arrive and help u keep more units

    this trick will only help u with two hours of food at max, Unless u researched what was mentioned above. although this can help u greatly

    i never tried it myself so i cant guarantee that the game will still enable the same amount of food to be transported without cutting anything to fit the destination

    anyhow, feel free to try this

    PANT PANT too much typing
    jk i was using swipe, much easier

  • Congratulations from Portugal, You really make good videos and this is more one great video…go ahead with your remarkable work… 😉

  • This isn't confirmed but I would assume that all of the percentage bonuses are added, rather than multiplied, together.

    So if you have 20% from VIP, 10% from a coat of arms and 5% from research, then the game will take your base food production and multiply it by 35% (20 + 10 + 5), the sum of all your bonuses put together.

    If you were to add another 4% bonus to this, it would add it to the current bonuses and recalculate, rather than adding the bonus to everything else, so your total bonus would be 39%, rather than 44.1%.

    If you had 1000 base food production from granaries, then with a 35% bonus your food production would be 1350 and with a 39% bonus it would be 1390, which is a 2.9% bonus in food despite you adding 4% to the bonus.

    While this can appear misleading at first, it is actually more fair if you think about it. Receiving a 20% bonus should apply to your base food production only, you shouldn't get a bonus on your current bonuses as that would be quite overpowered. ^ Apologies for the terrible explanation, but I hope you got the picture!

  • Hello i have a question why do big players like u remove all other buildings that preduce wood and stone and just let food buildings in the small castles i hope u understood cuz im not good at english^_^

  • If you haven't already seen it, check out my thread on the GGE forums titled "Fish food production symbol bugged"
    In it I show how I figured out how the symbol does not increase food production in the way it advertises to do so. (not only that, but it doesn't even use the right numbers)

  • My Best food OP produces over 11k when I'm not on fire… I don't have a single granary above Lv 20 there though. All my ops need a lot of work.

  • With a food coat of arms(unicorn) I have 773% bonus on my granary and produce 1,492 food there.
    Without I have a 702% bonus and produce 1,354… So many question!

  • the thing is the 4 percent is added to the public order boast lets say I have 356% without the fish with the fish I will have 360

  • Breor! I think I found out why the coat-of-arms symbol doesn't give its stated effect!
    This is why:
    The bonus to food production IS applied before public order, however, public order still multiplies the ORIGINAL production value, so it only adds 4% of the farmhouses original load.
    I've tested this and my results support this theory.
    My original food production was 972.6, I then added the coats of arms symbol.
    If public order multiplied on top of it, I would expect my food production to increase to 1011.5, if public order multiplied the original value, I would expect it to increase less, to find out exactly how much I'd have to add up the original yield(before productivity and workload) from all of my farmhouses. It only increased to 998.6
    I'm still trying to test it more thoroughly, but it definitely seems as if the communative law doesn't apply in this case, and the coat-of-arms symbol and public order are both pulling from the original value.

    If this is true then it would explain why it gives such a small effect. And the numbers DO seem to add up.

  • btw they have fixed the food emblems and they do what they are supposed to now. after all other bonuses are taken into account i adds the percentage

  • You must produce alot of food in my opinion, I'm a attacker , I love to hit other players , so I need to produce enough food to hold defense and offensive troops at all locations

  • Hey breor i think with the food symbol, the % is multiplied by the public order at each castle for their granaries. If you use a 4% with 330% po castle u will get extra 13% productivity which works out.

  • You shouldn’t really demolish sawmill or stone mason, you can put resource capacity on them and get another 24k resources… I think 24k, but still more so if u max out resources, u will have extra, which can be very helpful

  • 10:56 there are green buttons below on that research page. Just press the economic button to the right it takes you/tp you to economics section. If you still don't know. Just in case.

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