Go to Cafe Tropico Cafe Tropico
Go to the Blue Parrot Inn
Search:     Advanced search
06/18/13 at 12:39 AM
Welcome, Guest. Please login or register.

Login with username, password and session length
207424 Posts in 10531 Topics by 2074 Members
Latest Member: cpmoneymakertutorials
   Home   Help Search Calendar Login Register  
Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Strategy/Hints/Cheats (Moderator: CafeDave)  |  Topic: Worker Productivity - some numbers
Pages: [1]   Go Down
  Send this topic  |  Print  
Author Topic: Worker Productivity - some numbers  (Read 707 times)
0 Members and 1 Guest are viewing this topic.
Larga
Guest
« on: 01/25/04 at 10:18 AM »

I got curious about the effect of overseers and skilled laborers on overall production, so I did a little test.

The Setup

I wanted to eliminate the "random" factor of production, (ie. the walking distances involved in tree-cutting and farming) so I chose a sawmill for my test.  Before I started the test, I made sure that I had 20+ lumber in the sawmill, and 40+ lumber in the timber camp, so that  the rate of supply would not influence total output.

I started counts at the beginning of the month, and ended the counts after a full 4 months had passed:  for example, if I started as soon as the month changed to May, I paused and counted as soon as the month changed to September.

One thing I didn't know before, but that actually helped make the test go a bit faster, is that production in sawmills starts immediately after a vacant worker slot is filled.  You do not have to wait until the worker actually walks to the sawmill.

Test 1: 2 unskilled workers, no overseer

Produced 21 wood planks in 4 months
Average = 5.25 wood planks per month

Test 2:  2 unskilled workers, overseer with (1) courage and (3) Leadership

Produced 26 wood planks in 4 months
Average = 6.5 wood planks per month
24% faster than 2 unskilled workers, no overseer

Test 3: 2 unskilled workers, overseer with (1) courage and (Cool leadership

same results as test 2 - so leadership does not seem to influence an overseer's effect on productivity

Test 4: 1 unskilled worker, 1 skilled lumberjack, and overseer

Produced 37 planks in 4 months
Average = 9.25 planks per month
76% faster than 2 unskilled workers, no overseer

Test 5: 2 skilled lumberjacks, overseer

Produced 47 planks in 4 months
Average = 11.75 planks per month
124% faster than 2 unskilled workers, no overseer

The only factor that I did not try to control was overseer happiness.  Once I determined that leadership didn't seem to make one overseer better than another, I just kept using the same overseer (the one with 8 leadership).  By the end of the trials, he was bottomed out in most of his satisfaction categories.  I don't think this influenced him, but I was too lazy to find out Smiley






« Last Edit: 01/25/04 at 10:22 AM by Larga » Report to moderator   Logged
Coffeebean
Global Moderator
Deus Ex Machina
*****
Offline Offline

Gender: Female
Posts: 5226


Her Excellent Fizziness, Deity Coffeebean!:)


« Reply #1 on: 01/25/04 at 06:10 PM »

Interesting figures Larga. I always do try and have overseers where I need a higher productivity. But wow! Those skilled lumberjacks sure make a huge difference.
Report to moderator   Logged

-Skepticism is the order of the day. It is the only way to be unsure.
-Indulge the puppies and kittens of your soul! (Eddy)
-You are not a god. You are a human. That means having to cooporate with other humans. (Mr Cb)
Must get to the Cafe
TJ
Rebel
***
Offline Offline

Gender: Male
Posts: 240

Yes, I am addicted to Tropico 2. Ok, I was...


« Reply #2 on: 01/25/04 at 09:06 PM »

I always try and have a few skilled lumberjacks at my sawmills. Skilled cooks are just as valuable at sea ration factories and breweries.
Report to moderator   Logged
CafeDave
Administrator
Emperor
*****
Offline Offline

Gender: Male
Posts: 2381

Cafe Tropico Founder


WWW
« Reply #3 on: 01/29/04 at 06:45 PM »

Those are very useful numbers Larga.  Thanks for your efforts.  It's no wonder that skilled lumberjacks are better at making lumber.  They can use both arms!  Did you ever look closely at your unskilled lumberjacks and notice that one arm is amputated at the elbow and the stump covered with a bloody stump protector?   Shocked  Poor fellows.


* lumberjacks.jpg (21.48 KB, 375x347 - viewed 48 times.)
Report to moderator   Logged

Cafe Tropico: You can log out any time you like, but you can never leave. - Railnut/Robbo/The Eagles

Visit the Blue Parrot Inn and Tavern: http://strategyplanet.com/tropico/trop2/index.shtml

Visit The RIP Track: http://riptrack.iwarp.com
baccus17
Peasant
**
Offline Offline

Posts: 75


Aaaaaarrrrgghhh!!


« Reply #4 on: 01/30/04 at 12:12 PM »

Nice research!

I had never specifically kidnapped a skilled lumberjack before.  Now, I consider it a necessity.

-baccus
Report to moderator   Logged
Severous
Emperor
******
Offline Offline

Gender: Male
Posts: 1276


Bean Counter


« Reply #5 on: 02/08/04 at 08:06 PM »

Larga

I like these sorts of numbers - and tend to spend more time working out this type of stuff than playing the game fully.

Heres some more on the same theme.

4 Sawmills fully supplied with all the wood they need. Sandbox - 3 year period from within a 9.5 year game. Settings all on easy and workers didnt change skills during the period.

Mill1 - 2xSkill 3 Woodcutters No Overseer = 8 Planks per month (3 years change in numbers produced divided by 36 months)

Mill2 - 2xSkill 3 Woodcutters + Overseer = 9.22 planks per month (+15%)

Mill3 - 1xSkill 3 Woodcutter No Overseer = 4 Planks per month

Mill4 - 1xSkill 3 Woodcutter + Overseer = 4.68 Planks per month (+17%)

2% extra increase in productivity from overseer when only one person to whip was checked as carefully as I could think of (estimated nearest 10th of plank from sliding production bar)

I varied fear and order around a mill - it affected captives resignation - but didnt see any change in product.  Another time I donated cash to the overseer to increase her rank - no change in production/bonus observed.

It made no difference if sawyers or overseers were 'on-site' or not.  This is a hugely important distinction between Miner/tree cutters/farmers and all the other working captives.

I also make skilled woodcutters a raid priority - but only for the sawmills. These are always the bottlenecks in the early/mid stages of my games (only ever played on easy so far so this might change at harder levels)
« Last Edit: 04/12/04 at 01:55 AM by Severous » Report to moderator   Logged

Regards

Last Played Tropico2 in Oct2004...after 9 months of playing it.  Not bad value for a £10 purchase.
Coconut Kid
Tempus Fugit
Deus Ex Machina
********
Offline Offline

Gender: Male
Posts: 7118

¡ay caramba! ~~ ¡paredón!


WWW
« Reply #6 on: 06/23/12 at 01:42 PM »

... It made no difference if sawyers or overseers were 'on-site' or not.  This is a hugely important distinction between Miner/ tree cutters/ farmers and all the other working captives.  ...

Now that's something to check out. The sawmill is a second level process. Is it the only one where presence makes no difference? This was a big hangup in T1; but the change in color of avatar to show presence or absence should make it easy to test. I'm doubtful.

In any case, the Overseer is important even if it's unknown which of his characteristics make a difference in his productivity.
Report to moderator   Logged

Pages: [1]   Go Up
  Send this topic  |  Print  
Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Strategy/Hints/Cheats (Moderator: CafeDave)  |  Topic: Worker Productivity - some numbers
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!