Dates

Dates is an item. It is mostly acquired for buying it in Caravan. It is mostly used for speeding up production. Note that this page contains **only** acquisitions and uses for Dates. For example, for crafting a certain item, additional items might be needed.

**In-game description**: Reduces production time by 20%. Consumed only during production. Duration **18:00**.

**Explanation**: *See below for details.*

### Overlimit experience

20 Experience

*Decimals are rounded down to the nearest integer.*

## Acquisitions

Dates can be acquired by:

* **Completing caravan missions.**

	+ *City: Cairo.*
	+ *Capacity: 1 x Dates per Caravan level (maximum 4 x Dates).*
	+ *Cost: 30 x Dinar => 1 x Dates.*
	+ *Travel time:*
		- *20h (with 0% boost)*
		- *18h (with 10% boost)*
		- *16h (with 20% boost)*
		- *14h (with 30% boost)*
		- *12h (with 40% boost)*
		- *10h (with 50% boost)*
	+ *Required to unlock Cairo:*
		- *1 x Ruby*
		- *140 x Coin*
		- *5 x Paper*
* **Selling items in Bourse.**
	+ *45 x Coin => 1 x Dates (Bedouin section).*
		- *Maximum 1 x Dates (1 trade/s) per cycle.*

## Uses

Dates can be used for:

* **General:**
	+ **See below for details.**
* **Crafting items.**
	+ *Food Stall:*
		- *2 x Date cake: 1 x Dates*
* **Buying items on caravan missions.**
	+ *1 x Dates => 35 x Dinar.*
* **Crafting craftifacts.**
	+ *Guild supplies: 50 x Dates.*
* **Speeding up production in buildings.**

	+ *Airship*
	+ *Alchemist's Hut*
	+ *Caravan*
	+ *Chicken Coop*
	+ *Coffee Bonsai*
	+ *Field*
	+ *Food Stall*
	+ *Furnace*
	+ *Garden*
	+ *Lumber Mill*
	+ *Onsen*
	+ *Outpost*
	+ *Rock Garden*
	+ *Ship*
	+ *Smithy*
	+ *Tailor*
	+ *Windmill*
	+ *Workshop*

## Reduced time

The total amount of time saved across the duration of a buff is constant. If the player is doing multiple processes at a building, it doesn't matter when the buff is applied. In addition, skills also reduce the production time and boost the effectiveness of buffs. The table below shows how much production time each item reduces with the level of skill(s) learnt. For some items, the buff can only be applied in a certain building, which is also noted below the image. Some buffs in certain buildings can't reach the highest buff reduction (e.g. if a skill can only be learned up to level 2), but it is still displayed in the table.

30 minutes before the buff expires, the player can extend the buff by supplying another item. The time will be added.

The buff will reduce more time than the time written in the item's description. If the buff lasts for 10 hours and the production needs 10 hours to finish (without any skills), the production will finish in 8 hours. This means that there will be 2 hours of the buff duration left, which will reduce 30 minutes of the next production - this is called effectiveness of the buff. Imagine two runners running a set distance - one is running 10kph, the other 8kph. While one is running 20% slower, the other is running 125% faster. This is shown in the table below. The numbers in the table are rounded up.

Buff time reduction and effectiveness
 0.1
 0.2
 0.3
 0.4

If the effectiveness of the buff is greater than the current time of the production, the buff will carry over to the next production and a slightly different formula is used.

Effectiveness of the buff:

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{\displaystyle effectiveness = active \* \frac{1 - skills}{1 - skills - 0.2}}

Formula when effectiveness >= current:

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{\displaystyle reduced = current \* \frac{1 - skills - 0.2}{1 - skills}}

Formula when effectiveness < current:

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{\displaystyle reduced = current - active \* \frac{0.2}{1 - skills - 0.2}}

Explanation of the variables in the formula:

* "effectiveness" ... time the buff is in effect (see table above).
* "active" ... active time of the buff.
* "current" ... current time. This is the time before the item was supplied.
* "reduced" ... reduced time. This is the time after the item was supplied.
* "skills" ... skills learnt in form of a ration, not percent (e.g. 0, 0.1, 0.2 or 0.3).