http://www.mathsisfun.com/graph/function-grapher.php?func1=120/x&func2=120/x&xmin=-5.41333333333333&xmax=77.7733333333334&ymin=-4.882&ymax=49.458Each workshop can build 1/3 of a workshop or 1/6 of a biofarm per turn.
**Cost in turns (t) to build biofarms (b) with workshops (w): t=b/(w/3)........=> t=3b/w
Anyways, I got rid of variables by making things relative.
It applies like this: If I had 400 segs, 18% (72) of which were workshops, and I grew by 60% and built only biofarms, it'd cost me 10 turns.
-----anyways, if you see the problem (barbarism) in that way of looking at stuff, the 18% of a number that grew by 60% anyways... heres the better graphs where the percentage of workshops is scaled to the end result.
http://www.mathsisfun.com/graph/function-grapher.php?func1=180/(x*1.6)&func2=60/(x*1.2)&xmin=-5.41333333333333&xmax=77.7733333333334&ymin=-4.882&ymax=49.458p.s. 18% is a kind of silly high number. (using new graph now) 10% may be too high: If my income is 100%-10%=90%, it cost me 5 turns to build that last 20%. For about 10 turns more cost, I'd have about 4% workshops, which is a gain by factor 96/90, or about 6% extra income.
Actually... t=round(b*(w/3))....
p.s. building workshops one turn at a time (use max per turn rounded down as number to build) outpaces trying not to lose built facilities due to rounding... e.g. for 121 pre-existing workshops,
(python console)
>>> turns = 6./(x%6)
>>> numtobuild = turns / (x/6) + 1
>>> x = 121
<--complicated and futile. C'est la vie.