Glasses are a consumer good consumed by five different population tiers: As a basic need of
Engineers,
Investors, and
Artistas who live in
Hacienda Artista Quarters; as a luxury need of
Elders; and as a lifestyle need of
Obreros. By default, they can be produced only in the Old World.
For a detailed look into the profitability of Glasses as a consumer good, see Profitability of Consumer Goods.
Usage[]
Basic need[]
Glasses fulfill a basic need of
Engineers,
Investors, and
Artistas who live in
Hacienda Artista Quarters.
| Consumption | Influx | Income | |
|---|---|---|---|
| 0.000148148 | 4 | +25/+23/+20 | |
| 0.000296296 | 16 | +62/+56/+50 | |
| 0.000666666 | 22 | +112.5/+101.25/+90 |
Luxury need[]
Glasses fulfill a luxury need of
Elders.
| Consumption | Happiness | Income | |
|---|---|---|---|
| 0.00012 | 3 | +8.5/+7.65/+6.8 |
Lifestyle need[]
Glasses fulfill a lifestyle need of
Obreros.
| Consumption | Influx | Income | |
|---|---|---|---|
| 0.0001333333 | 1 | +1.25/+1.125/+1 | |
| 0.0002666666 | 3 | +2.5/+2.25/+2 |
Trade[]
Glasses can be passively sold for 1780
or purchased for 4450
per ton. No neutral trader buys or sells glasses for a special price.
Regular Production[]
Glasses are produced in a
Spectacle Factory from
Brass and
Glass. The basic production chain for glasses is shown below:
Glasses[]
Glasses
Supplies:
• 225
Engineers Residences (up to 9000
Engineers)
• or 112,5
Investors Residences (up to 5625
Investors)
• or 277,8
Elders Residences (up to 5555
Elders)
Production with Items[]
When particular items are equipped in a
Trade Union, Glasses are involved in specific modified production chains, or can be obtained as an extra good alongside the production of other goods.
Using Wood instead of Brass[]
Legendary | ||
|---|---|---|
| A master of the aspherical, Gerhard's snazzy glasses have attracted him quite a following of pupils. | ||
Affects |
Effects Productivity: +50% Extra Goods Occasionally produces extra Replaced Input Instead of |
Expedition Bonus |
Glasses
Gerhard Fuchs, of the Patent Eyeglass
Notice that the green custom productivity value illustrates the optimal production ratios between the buildings, IF you want to prevent under- or overproduction.
You can choose to actually increase productivity or you can choose a different way to obtain more of the input goods.
Glasses supply:
• 450 Engineer Residences (up to 18000
Engineers)
• or 225 Investor Residences (up to 11250
Investors)
• or 555,6 Elder Residences (up to 11110
Elders)
Pocket Watches supply:
• 170 Engineer Residences (up to 6800
Engineers)
• or 85 Investor Residences (up to 8500
Investors)
Extra Glasses with Prof. Ram Devi[]
Legendary | ||
|---|---|---|
| Conducts lightning. His family (from Wittenberg) has the motto, "standing still is a backward step." | ||
Affects |
Effects Productivity: +50% Extra Goods Occasionally produces extra Occasionally produces extra Occasionally produces extra Occasionally produces extra Occasionally produces extra Provides electricity |
Expedition Bonus |
| Affected Building | Productivity | Production Rate | Glasses Production Rate |
|---|---|---|---|
| 250% ( |
2.5 |
0.179 | |
| 250% ( |
1.25 |
0.089 |
Town Hall items[]
There are several Town Hall items which supply glasses to residents, reduce consumption of glasses or provide some benefits from supplying glasses to your people. Here is a list of those items:
Legendary | ||
|---|---|---|
| Dubbed "Dragonproof", Doughty once tackled a Pyrphorian blaze bare-chested, having given his vest to an orphan. | ||
Affects Old and New World residences, excluding scholars |
Effects Happiness: +10 Chance of Fire: -50% Bonus Residents: +1 Residences gain bonus residents from |
Expedition Bonus |
Legendary | ||
|---|---|---|
| No Christmas ghosts here — Sokow would never permit his privilege to blind him to the needs of the community. | ||
Affects Old and New World residences, excluding scholars |
Effects Bonus Residents: +1 Residences gain bonus residents from Income per house: +2% |
Expedition Bonus |
Legendary | ||
|---|---|---|
| An exceptional bacteriologist, Hecate's vaccinations will be saving lives long after he himself has departed. | ||
Affects Old and New World residences, excluding scholars |
Effects Bonus Residents: +1 Residences gain bonus residents from Happiness: +10 Chance of Illness: -50% |
Expedition Bonus Trait: Anthropologist |
Legendary DLC Required
The Anarchist | ||
|---|---|---|
| Famous for his paradoxes that baffle the conscience of the privileged and empower the poor. | ||
Affects |
Effects Bonus Income: +1 Residents gain bonus income from Bonus Residents: +1 Residences gain bonus residents from Bonus Supply Residences with the |
Expedition Bonus |