This is atemplate
If our citizens help out a little underground instead of tanning themselves on the beach, we'll get more raw materials and they'll get less sunburn. There's always a need for help down the mines, saw mills and vineyards.
Allows: Overloading of resources.
- You can assign up to 50% extra manpower to work, but each worker, being unskilled, is only 25% as effective. In total you can boost resource production by 12.5%.
This section contains economic terminology you could probably not understand, if so, read the "explanation" section.
For example, suppose that you have a Quarry Level 20 and 542 workers working in it (which is the maximum of workers you can put to work without Helping Hands), and suppose you have a Stonemason Level 5 in your town (which means 10% more marble production). The production will be $ 542+542\times10\%=596.2 $ per hour. If you put those workers to produce gold rather than marble, they will produce $ 542\times3=1,626 $ gold per hour. This means that marble production has an opportunity cost of $ 1,626/596.2\approx2.73 $ gold per unit. However, if you put one more, unskilled, worker, he will produce just $ 0.25+0.25\times10\%=0.275 $ marble per hour, which has an opportunity cost of $ 3/0.275\approx10.91 $ gold per unit, which means it's better to put those workers to make money and save it to buy the goods rather than produce them, unless you need them fast.
We can do the same calculation for other levels of buildings that increase resource production:
| Level of|
| Cost of production|
by unskilled worker
- All Researches give you 0.02 Scientists points for every 1 spent on any research. This is added to your Total score points.
- This means that you will earn 1 Scientists point for every 50 you spend.
Other Economy researches