Consumption
Every 15 minutes a city uses up part of its stock of each goods type, depending on the goods, game progress and active players.
Every 15 minutes, a city consumes a share of its stock of each goods type. Six factors set that share.
- The goods type: each has a fixed base rate, usually higher for raw materials than for processed goods. For example, in era 1: grain 18%, boards 14%, iron 13%, leather 12%; in era 2: pastries 14%, textiles 12%; in era 6, all goods are at 15%.
- Game progress: the base rate is multiplied by a factor comparing the city's level with the level expected at that point. A city ahead of that level consumes more; one behind it, less.
- Active players: the more players connected to the city and online in the last three days, the higher the consumption, within moderate limits. A player who has not logged in for three days no longer counts.
- Required or additional goods: goods required for the next level are consumed more; additional goods at half the rate.
- Maximum: 30% per goods type in normal play.
- Endgame: every goods type starts at 15%; consumption grows with the megacity's progress and the quantity already delivered; active players still count; the cap rises to 80%.