Helping Hands
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| Helping Hands | |||||
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![]() Economy Research | |||||
| Research Points required: | |||||
| 19,908 | |||||
| Requirement(s): | |||||
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| Allow(s): | |||||
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| Scientists Score: | |||||
| 398.16 | |||||
Contents |
[edit] Description
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 mill]s and vineyards.
[edit] Effects
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%.
[edit] Analysis
This section contains economic terminology you could probably not understand, if so, read the "explanation" section.
Marginal opportunity cost for goods production starts at 3 gold and multiplies by 4 when you use Helping Hands. Take this into consideration before boosting your production.
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
marble per hour. If you put those workers to produce money rather than marble, they will produce
gold per hour. This means that marble production has an opportunity cost of
gold per unit. However, if you put one more, unskilled, worker, he will produce just
marble per hour, which has an opportunity cost of
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.
[edit] Explanation
Do not use helping hands if you can buy goods at less than 11 or 12 gold and you are not in a hurry: it's better to save that money to buy the goods rather than produce them.

