@Tedious I want to address the space thing. I think you're probably right with regards to older sets, but remember that goods production from event buildings recently received a boost. My woodelvenstock set is probably "too big" and I should delete it, but man oh man this set is killa. Consider:
First, we have to define "big". If you want to know whether a building is "big" or not, you have to work out its value per square, right? For example, imagine Inno Games goes crazy and releases a 10 x 10 God Building that produced enough goods, supplies, pop, and troupes that I just didn't need to build any other buildings at all... would you say it was "too big" to fit into a chapter 3 city?
Any chapter 3 player with access to that building would just bulldoze everything to make room for it. It doesn't make sense to just say "but it is 100 squares! Where will it go!?" You have to think about what each of those squares is contributing, compared to other buildings in your city. A building is "big" if it doesn't fit in your city, and whether a building fits in or not isn't based on its size in tiles.
Definition: a building is not "big" if, when you add it to your city, you can remove something else of equal or smaller size to make room for it without reducing your city's production in any way.
Example: an Ancient Grounds from chapter 6 is 21 tiles and produces 1800. That's 85 culture per tile. If I only have event culture buildings and a try removing 21 tiles of culture to make room, I will lose culture. So the Ancient Grounds is "big" (that's not to say there are not times when you would build it anyway).
Example: I remove a residence and a culture building to make room for a culture/population building I got in an event. If I end up with less population or less culture than I started with, then that was a "big" building.
( edit: so you see, size _doesn't_matter! It's the way you use it ^o^// )
The question:
Is a day set "big" for a chapter 3 player, as you suggested?
The day set produces tier 1 goods, so lets consider the per square production and compare it to the per square production of a chapter 3 manufactory.
Manufactory
First we calculate the production and footprint of a chapter 3 manufactory. To do this we have to consider that a manufactory requires roads, population, and culture.
A fully upgraded chapter 3 manufactory (level 8) is 3 x 3 and is typically attached to 3 road tiles. That's 12 tiles. It requires 190 population and 62 culture.
A fully upgraded middle-of-chapter-3 residence (level 15) is 4 x 3 and typically requires 3 road tiles. It produces 560 population and requires 158 culture. That's 560 / 16 = 35 pop / tile and it requires 1 culture / tile.
Lord of the Legend, a typical middle of chapter 3 culture building, is 2x1 and produces 85 culture, which is ~ 45 / tile
So each manufactory, in addition to its 12 tiles, requires 190 / 35 = 5.5 tiles worth of residence to support it. In addition, manufactory and residence require a total of 62 + 5 = 67. The manufactory's road tiles are cobbled road and produce 20 culture each. 5.5 squares of residence required ~ 2 road tiles as well, so the culture cost is covered by the roads.
Therefor, a chapter 3 manufactory requires roughly 18 tiles.
Now we calculate it's production per tile per 24 hours, so that we can easily compare it to the day set.
Such a manufactory produces around 50 goods / 3 hours and 100 goods / 9 hours. Supposing a player makes four 3 hour collections per day and one 9 hour collection over night (which is what I do), then their manufactories produce around 300 / 24 hours.
Thus the manufactory, which takes up 18 tiles, produces roughly 300 / 18 = 17 goods per tile / 24 hours.
The Day Set (Set 1)
Now consider the day set. It requires 1 road tile and no population, and it produces culture. Suppose we have this set up:
Code:
EEE
HHHM
HHHM
SSSM
SSSM
SSSM
EEEM
Where E is Temple Entrance, H is Harvest Storage, S is the Sanctuary itself, and M is the Moon Temple Complex. Not that there is _no_ Sun Temple Complex and we have two Entrances (one is the exit ^o^// this is the layout I'm using).
The Harvest Storage, Sanctuary, and one of the Entrances have three links. The Moon Temple Complex also has 3 links but we will set that aside for now.
The entire set is 27 tiles. It's goods production, counting the links, is as follows:
Marble - 2490
Steel - 2460
Wood - 2120
That's a total of 7070 goods per 24 hours, or 7070 / 27 = 261 goods per tile / 24 hours. A manufactory, if you recall, produces 17 goods per 24 hours per tile.
Conclusion
The Day Set produces roughly 15 times as many goods per tile as a manufactory, once population, culture and roads are accounted for. Considering that it is only the size of 2 manufactories (again, once we have considered population, roads, etc), I think it is safe to say that this is a "small" building which would fit nicely into any chapter 3 city.
Because like, you'd be a fool not to bulldoze some buildings.
P.S. In addition! The day set also produces 1152 culture, which is 42 per square _almost_ as good as typical culture buildings for that chapter.
And the day set produces ~2000 supplies per 24 hours, which is 74 per 24 hours per tile. Now, I'm not going to do the breakdown of like I did above for a workshop because I think I've already made my point.
I think that basically any chapter 3 player who has access to a day set should bulldoze a couple manufactories and use this instead. My feeling is that this building is not "big" (in fact, it might even be like, ridiculously small).
So yeah I just don't see the "it is too big argument" as making sense. It is only "big" in the naive sense, in the same sense that the 10 x 10 god building is "big".
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Caveats!
Don't listen to people on the internet. If you read this, you should feel empowered to do the same kinds of maths and observations to find your own results. You should compare your results to mine and look for discrepancies. You should try to see where I have made an unstated assumption.
Furthermore: I am just a lowly dwarves player, so my life is all about having enough room for my guest race, doing well in tournaments, and all that. I care about my rate of growth, how fast mya ranking is increasing, but I don't actually care about my ranking. Someone already pointed out elsewhere that the above calculus doesn't work when you take into account that the set building does not produce ranking points. I totally agree! A chapter 3 player doesn't care about ranking points.