Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Resource Input/Output Ratios for vanilla buildings!
By Brenda Delam
This is a list of buildings regarding inputs/outputs ratios for vanilla. Use these ratios to calculate balanced buildings.

If you have any building mods that are not in Comrade Killroy's Balanced Buildings Collection that do equal or are worse in ratio to the vanilla. Please comment here for them to be added!

Notes:
W = Worker, EW = Educated Worker, V=Visitor (catchall for whoever is using the building)
Input:Output (all factories are ratioed around 10 Basic Educated Workers)


This does not factor in costs to build, nor MWh for keeping the buildings powered. This is just focused on inputs and outputs
   
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A list of mods that fit the Vanilla ratios!
Non-Factory Buildings
Attractions - Highly variable. Average 1 W : 5 to 10 V

Cinema - 1 W : 30 V

Court House - 5 W, 3 EW

City Hall - not really relevant 25 W

Fire Station - 10 W per vehicle slot (must be equal to this ratio)

Gas Station - 17.5t Fuel per vehicle slot

Heating Plant - 7 W, 1t Coal : 25 GJ

Hospital - 1 W, 1 EW : 3 V

Hotel
  • 2 star - 1 W : 7 V
  • 3.5 star - 1 W : 5 V
  • 4 star - 1 W : 3 V

Kindergarten - 1 W : 10 V

Orphanage - 1 W : 4 V

Police Station - 1 W, 2 EW (1 vehicle slot per 3 W)

Prison - 1 W : 3 V

Pub - 1 W : 12 V

Radio Station - 2 W, 1 EW

School - 1 W, 1.5 EW : 12 V

Secret Police - 3.75 EW per vehicle

Shops - 1 W : 7 V

Sports Playground - 1 W : 5 to 22 V

Stations
  • Bus - 100 V per Load/Unload Slot
  • Train - 600 to 1500 V
  • Airport - 400 V per Load/Unload Slot

TV Station - 12 W, 7 EW

Universities - 1 W, 1 EW : 3V


Water Systems
Due to how variable the systems currently are, the listed values will ranges. Essentially aim for around this.

All production will be based on 100 Cubic Metres of Clean Water.

Water Wells 2.65 - 3 MWH, 3.25 W

Water Treatment 3.33 - 4.16 W, 10 - 10.8 Cubic Waste Water, 0.20 Chemicals, 2.5 - 3.25 MWH

Sewage Treatment 4.5 - 6 W, 48.48 - 50 Cubic Waste Water, 0.136 - 0.193 Chemicals, 2.09 - 3.09 MWH
Base Resources
Note: Most base resources show output per worker, so will be organised based on different factors.


Bauxite Mine - 15 W per vehicle slot

Coal/Iron Mine - 110 W per Load/Unload Slot

Farms - Average 5.93t Crop per vehicle slot

Fields (Ratio of worker : 1 Ha )
  • Small - 192.3 W
  • Medium - 95.54 W
  • Large - 51.97 W

Pumpjack - 0.55 MWh

Uranium Mine - 33.33 W per Load/Unload Slot

Woodcutting Post - 10 W per vehicle slot. THIS IS SET TO CHANGE IN NEXT UPDATE
Industries
The ratio is per 10 basic educated workers. (Output amount in building name)

Alumina Plant (0.89t) - 10 W, 2.07t Bauxite, 0.77t Coal, 0.069t Chemicals, 0.78 Cubic Water

Aluminum Plant (0.857t) - 10 W, 1.48t Aluminum Oxide, 0.071t Chemicals, 4.03 MWh

Asphalt Plant (333.33..t) - 10 W, 286.66...t Gravel, 43.333...t Bitumen, 33.333... MWh

Bauxite Processing (30.3t) - 10 W, 50.3 Raw Bauxite (Does this not require power? Will edit later)

Breweries (0.6t) - 10 W, 3t Crops, 1 MWh, 1.3 Cubic Water

Brick Factory (6.8t) - 10 W, 10.47t Coal

Cement Plant (27.03t) - 10 W, 7.29t Coal, 70t Gravel, 1.89 MWh

Chemical Plant (0.135t) - 10 W, 0.12t Gravel, 0.14t Wood, 0.13t Crops, 0.20t Oil, 2.33 MWh, 1.66 Cubic Water

Clothing Factory (0.15t) - 10 W, 0.3t Fabric

Coal Ore Processing (80t) - 10 W, 140t Coal Ore, 10 MWh

Concrete Plant (500t) - 10 W, 385t Gravel, 85t Cement, 30 MWh, 314.81 Cubic Water

Electrical Component Factory (0.20t) - 10 W, 0.126t Plastics, 0.126 Steel, 0.1 Chemicals

Electronics Factory (0.27t) - 10 W, 0.11t Electro Comp, 0.11t Mechanic Comp., 0.164t Plastics

Fabric Factory (0.5t) 10 W, 2.5t Crops, 0.05t Chemicals, 1MWh, 1.1 Cubic Water

Food Factory (1.17t) - 10 W, 2.47t Crops, 0.5 Cubic Water

Gravel Processing Plant (55.55t) - 10 W, 81.11t Quarried Stone, 16.11 MWh

Iron Ore Processing Plant (1t) - 10 W, 2.14t Iron Ore, 16.11 MWh

Livestock Farm (1t) - 10 W, 2t Crops, 1.2 Cubic Water

Meat Production (25t) - 10 W, 50t Livestock

Mechanical Comp Factory (1t) - 10 W, 1.46t Steel

Nuclear Fuel Fabrication (0.019t) - 10 W, 13.99 EW, 0.0798t UF6, 0.148t Chemicals, 8.4 MWh

Oil Refinery (outputs after colon) 10 W, 5t Oil, 0.24 MWh : 1.5t Bitumen, 2.49249...t Fuel

Plastics Factory (1.1t) - 10 W, 0.495 Chemicals, 4.499t Oil, 2.497 MWh

Prefab Panel (10.989t) - 10 W, 1.42t Cement, 10t Gravel, 0.879 MWh

Power Plant
  • Coal - 10 W , 12t Coal : 700 MWh
  • Oil - 10 W, 5.8t Oil : 700 MWh
  • Nuclear - 10 W, 5 EW, 0.01t Nuclear Fuel : 1170 MWh
  • Wind* - 436.25 ₽ : 1 MWh
  • Solar (Misc. Clean)* - 10 W, 357,940 ₽ : 700 MWH

*Wind and Solar require cost for balance. They are based on 1960 start, as close to Soviet Border as possible

Production Line
  • Vehicle/Boat/Train - 10 W, 2.5 EW
  • Airplane - 10 W, 6 EW

Sawmill (71.428t) - 10 W, 91.428t Wood, 0.714 MWh

Steel Mill (0.86t) - 10 W, 7.487t Coal, 4t Iron, 0.654 MWh

Uranium Conversion Plant (0.12t) - 10 W, 5 EW, 0.249t Uranium Oxide, 0.025t Chemicals, 6 MWh

Uranium Processing (0.283t) - 10 W, 2.5 EW, 5.998t Uranium Ore, 5.998 MWh
18 Comments
TasmańskiZwierz Aug 20, 2022 @ 12:44pm 
Thanks a lot, Killroy! This is very useful! Amazing job!
Brenda Delam  [author] Aug 17, 2022 @ 2:31pm 
Updated Industries subsection to be based off of @TasmanskiZwierz request of 10 worker base instead of 1 ton output.
Brenda Delam  [author] Aug 17, 2022 @ 12:11pm 
I can certainly try, though it would require an entire rewrite. And I haven't verified if these numbers are still accurate since it is a bit old.

I suppose having it be based on workers would make more sense though.

Give me some time to think on this. It shouldn't be **too** hard to convert over, but I am worried for things like chemical plants the number of resource being so small it'd hard to really quantify. I suppose for those i could increase the number of workers required? Maybe a baseline of 10 W across the board.
TasmańskiZwierz Aug 15, 2022 @ 11:39am 
It's pretty much "exclude professors when dividing resources needed/produced by number of workers, or threat them as addional resource needed".
As for Sawmill, it's pretty much as you said - from in-game data perspective, it's just dividing production numbers (140t boards, 180t wood, 1,6MWh, 74kW, 0,4m3 water) by number of workers (20). So: 7t boards, 9t wood, 0,08MWh, 3,7kW, 0,02m3 water per worker. So, from your data, it will be just to multiply ratios to represent output of single worker, and round them up a bit.
To be clearer about professors - let's take Uranium enrichment plant. 60 workers, 15 professors, 1,7t of uranium oxide output, 36t uranium ore and 36MWh input, 647kW power, 1,5m3 water. So ratio for 1 worker it would be: 0,25 professor (1 professor per 4 workers needed for production), 0,028 uranium oxide, 0,6t uranium ore, 0,6 MWh, 10,78kW, 0,025m3 water.
Brenda Delam  [author] Aug 14, 2022 @ 5:54pm 
I *could* just add the "7.143" as a multiplier to the sawmill, effectively saying what to multiply everything by for 1 (ish) worker.
Brenda Delam  [author] Aug 14, 2022 @ 5:54pm 
Example: For a sawmill, it would be 1W, 9.14t Wood, 0.071 MWh = 7.143t Boards
Brenda Delam  [author] Aug 14, 2022 @ 5:48pm 
By the sounds of it you are asking me to transfer over to the smallest round number ratio between Workers and Professors. I can do that yeh; though it may muddy visuals. I could just give a "multiply by x" for ratio of worker/professor? Just spitballing ideas here.
TasmańskiZwierz Aug 14, 2022 @ 12:45pm 
P.S.
Valve be like
SoRrY, YoUr CoMmEnT NeEdS tO bE 1000 cHaRaCtErS oR lEsS
TasmańskiZwierz Aug 14, 2022 @ 12:44pm 
As far as I understand documentation and other mods, there is no difference with resources usage when it comes to educated. They seems to be just addional factor that is needed for production.
Taking example from Petrochemical Combine from GDR/DDR Collection, which goes like that:

WORKERS_NEEDED 300
PROFESORS_NEEDED 25
PRODUCTION fuel 0.35
PRODUCTION bitumen 0.10
CONSUMPTION oil 0.5

and confronting it with in-game data (105t fuel, 30t bitumen per day), I understand that they are simply another production throttle, as you need 1 educated per 12 unskilled workers to keep up production ratio, and besides of it, they don't do anything.

The same story goes with Robs74s Big Clinic, which goes with

WORKERS_NEEDED 25
PROFESORS_NEEDED 25
CITIZEN_ABLE_SERVE 3

and in game serves 75 citizens. Which means that there need to be 1 worker and 1 educated to serve 3 patients.
So everything you have to do is to look at Uneducated workers, and divide buildings output by their number.
Brenda Delam  [author] Aug 14, 2022 @ 11:54am 
College and educated*