The strong lumberjacks can chop down even the largest trees. But they also know, that a forest must be cultivated and new trees must be planted, so that we can continue to use only the best woods for our houses.
Note:
Every level of the Forester's House increases wood production by 2% per expansion (only in the town it is built).
The time (in seconds) it takes to upgrade to the next level is determined by the following formula:
$ { \text{Building time (seconds)} = \left \lbrack \cfrac{72,000}{11} \times 1.1^\text{Level} - 6,120\right \rbrack } $
The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:
$ { \text{Accumulative building time (seconds)} = \left \lbrack 72,000 \times \left (\ 1.1^\text{Level} -\ 1\ \right ) - 6,120 \times \text{Level}\right \rbrack} $
For information about the coefficients of formulas: see Construction Time
Research and Reduction Building bonuses are shown in the following charts by mousing-over over the research abbreviations (P – G – SL – MR) in the chart.
You can mouse-over the letters in the "Minimum " column to see how many Warehouses are needed for that level.
You can also mouse-over the numbers in the "Build " column to get the longer version of what the numbers/Letters represent.
These reductions are separate and in addition to the researches, for up to and additional 32% reduction, providing a minimum of 46% reduction in resources.
An Architect's Office reduces requirements by 1% for every level built. (up to 32%)
A Carpenter reduces requirements by 1% for every level built. (up to 32%)
A Firework Test Area reduces requirements by 1% for every level built. (up to 32%)
An Optician reduces requirements by 1% for every level built. (up to 32%)
A Wine Press reduces requirements by 1% for every level built. (up to 32%)
These increases are separate and in addition to the production buildings, for 7 day increments, making the maximum possible increase in production 84%.