Workshop |
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A lab equipped with everything an engineer needs to develop designs of various buildings, technologies and improvements. | |
Details | |
Size | 4 x 3 |
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Build time | 1h 30m |
Base Heating Level | 2 |
Employees | 5 Engineers or 1 Automaton(engineer) |
Working Hours | 8:00 - 18:00 |
Cost | |
Wood | 15 |
Steel | 5 |
Dismantle Value | |
Wood | 12 |
Steel | 4 |
Workshop is one of the Buildings in Frostpunk.
Acquisition[ | ]
Workshop is available from the start, can be built from Tech tab.
Description[ | ]
Necessity is the Mother of Innovation, add a bit of desperation and need to survive in a post-apocalyptic winter wasteland in the mix, and your Engineers will cook up miracles. Building the workshop results in the ability to research Improvements and new Buildings. The Technology Tree details all of the current items that can be researched.
Abilities[ | ]
Upgrades[ | ]
none
Notes[ | ]
Workshops do not stack in ordinary terms. Each one past the first only adds slightly faster research time:
- Your first workshop provides the full 100% Research Rate.
- Your second workshop provides 30% Research Rate, for a total of 130% Research Rate.
- Your third workshop provides 20% Research Rate, for a total of 150% Research Rate.
- All additional workshops past the first three each provide 10% Research Rate.
To simplify: after your second Workshop, the total Research Rate (shown when you click on any Workshop) is 120 + 10 x total Workshops (if tWS > 2, then tRR = 120 + 10 x tWS).
- For example, with 6 Workshops (120 + 10 x 6), you will have 180% Research Rate.
To give the whole story, these calculations are done on the sum of the total efficiencies of your Workshops. Each Engineer employed at a Workshop delivers a base 20% efficiency. Five of them add up to 100% total efficiency, translating to 100% Research Rate, no matter how they are divided among any number of workshops. A sixth Engineer also delivers base 20% efficiency for 120% total efficiency, but his/her efforts only contribute 6% to the Research Rate for a total of 106%. The same holds for the seventh, eighth, ninth, and tenth Engineers for 200% total efficiency, translating to 130% total Research Rate. The next five each contribute 4%, for 300% total efficiency, translating to 150% total Research Rate. From then on each additional engineer contributes 2%. So 20 engineers for 160% Research Rate, 25 engineers for 170% Research Rate and so on.
This means boosting their productivity above 100% is not especially helpful. For instance, a single fully staffed Workshop under the effect of the Foreman (Ability) would have a 140% efficiency, but not a 140% Research Rate. The workshop is effectively functioning as 1.4 Workshops, giving a total of 112% Research Rate: 100% from the first 100% efficiency, and 12% from the extra 40% efficiency (.4 * 30% = 12%).
What this instead allows you to do is still achieve roughly 100% Research Rate while employing fewer Engineers or an automaton. For instance, the boost from an Agitator combined with the aforementioned Foreman makes each Engineer deliver 33.6% efficiency (20 * 1.2 * 1.4 = 33.6) (Agitator modifies the base and Foreman modifies the total, so they multiply). Three of them add up to 100.8% efficiency, translating to 100.24% Research Rate, just above five at base. An Agitator (or Shrine or Engineer Apprentices (Law)) on its own makes four Engineers deliver 96% efficiency translating to 96% Research Rate. This may be helpful in scenarios like The Fall of Winterhome where Engineers are stretched thin.
The better way to increase your overall Research Rate is to increase the hours your Workshops are working, whether by Extended Shift (Law), Emergency Shift (Law), or Engineer Automatons (Technology). The following table demonstrates how many equivalent hours of research can be done in a day with various configurations:
Number of Workshops | |||||||||
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Automaton | Extended Shift | Emergency Shift | Shrine/Agitator | 1 | 2 | 3 | 4 | 5 | 6 |
No | No | No | No | 10 | 13 | 15 | 16 | 17 | 18 |
No | Yes | No | No | 14 | 18.2 | 21 | 22.4 | 23.8 | 25.2 |
No | No | Yes | No | 17 | 27 | 31.1 | 34.2 | 36.6 | 39 |
No | Yes | Yes | No | 19 | 28.2 | 32.5 | 35.4 | 37.8 | 40.2 |
No | No | No | Yes | 10.6 | 13.8 | 15.6 | 16.8 | 18 | 19.2 |
No | Yes | No | Yes | 14.84 | 19.32 | 21.84 | 23.52 | 25.2 | 26.88 |
No | No | Yes | Yes | 18.02 | 23.46 | 26.52 | 28.56 | 30.6 | 32.64 |
No | Yes | Yes | Yes | 20.14 | 26.22 | 29.64 | 31.92 | 34.2 | 36.48 |
Yes - 60% | n/a | n/a | n/a | 14.4 | 25.44 | 29.76 | 34.56 | 36 | 37.44 |
Yes - 70% | n/a | n/a | n/a | 16.8 | 26.88 | 33.84 | 35.52 | 37.2 | 38.88 |
Yes - 80% | n/a | n/a | n/a | 19.2 | 28.32 | 34.56 | 36.48 | 38.4 | 40.32 |
Yes - 90% | n/a | n/a | n/a | 21.6 | 29.76 | 35.28 | 37.44 | 39.6 | 41.76 |
Yes - 100% | n/a | n/a | n/a | 24 | 31.2 | 36 | 38.4 | 40.8 | 43.2 |
A few notes on this table:
- These numbers are averaged over two days. Emergency Shift doesn't give you 24 hours of equivalent work due to its 48-hour cool down, meaning you can only use it once per workshop every two days.
- Additionally, due to how efficiencies stack, this table assumes optimal use of Emergency Shift. Optimal use is spreading your Emergency Shifts across both days as evenly as possible.
- Work efficiency doesn't stack on top of this calculation but is integrated into it. For instance, one workshop working at 200% efficiency wouldn't work twice the research rate, but would function the same as two workshops, working 130% the research rate.
- Foreman isn't in this table, but would raise the research rate for Automatons more than Engineers due to how efficiency affects the workplace calculation.
See also[ | ]
Having a functional workshop is the first step in the technology progression. To research more advanced technologies, the following technologies need to be researched first:
> > > Technology Progression > > > |
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Workshop → Drawing Boards → Drafting Machines → Mechanical Calculators → Difference Engine → Automatic Prototyping |