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1. time spent working is a set time hard coded for each class of villager.
2. this is vague as they walk to and from work, (more time walking to work less time working), then walk finding their needs which is also hard coded for each class for a set time period depending again on class.
3. once again vague, average of what? they will travel to the nearest place that fulfills each need for a set time period for their class. if any needs arent fulfilled they will skip that need till next cycle, and get unhappy.
4. productivity is totally dependant on class of villager and how close to workplace they live, so impossible to gauge. eg: a serf who lives 50m from workplace will always produce more than a serf living 100m from workplace.
i once had the villager cycle written down somewhere but alas, it was discarded. but from memory which is prob not accurate, a serf out of his 6.2-6.3 day cycle. work period approx 4 days, needs approx 2 days or just under and the rest is spent as rest period. please note that the villagers dont not have a full 7 game day weekly cycle. villager cycle is measured in real time and the game clock is NOT measured in real time but is close. Also there are not set ratios for production chains as productivity is measured on the players ability to make villagers as productive as possible, closer to work the more production.
Lets add "average distance walked per day" to that also.