Further investigations reveal:
No point to having less than 22 of a resource type on a farm. You will quickly exceed the capacity of the others and production will stop. As you will likely ask others to send you resources of this type, no point expending more spots or boosts or skills on these single spot resource types. Having soon reached capacity, production will stop on these. Or having received some of this rss from another player, production will have already stopped.
Just as yielding is fastest on food, then lumber, stone, iron, and silver, so is resource production. [So to have two resource types produce to the same rate, one will need to be boosted higher.] If you look at your rates per hour for one of each building, you will see different rates, as above.
ASSUMPTION: You will not log in to the game more than once every 24 hours to send your generated production elsewhere, to prevent capacity being reached and production stopping ...
- especially if as noted above your *Food Economy* > 100%, giving you a *Troop upkeep* rate of zero, even with infinite troops [e.g. -75% item store weekly boost, > -12.9% skill boost (25 points), > -12% vip boost (level 13).] ...
... all resource boosting armor, jewels, boosts, etc. are pointless and of no value. e.g. No point to a rss profile with special gear and skill settings.
rss III skills by themselves will sufficiently reduce the time it takes to reach capacity (by increasing production rate). Letting you use those skill points, armor, jewels, boosts on other things - no point increasing the speed at which capacity is reached and production stops. You will still see the same stock levels, whether that capacity level was reached 5 minutes ago, or 5 hours ago.
For example, on one lumber farm, this point is reached at about 36 of 50 of Logging III, 184%, filling capacity in about 21.25 hours.
Assuming one will spend some amount of time in game, and the last thing you do is send off production to the order bank ... it will be less than 24 hours before you log in again. [You don't send rss off when you first log in, you may need it for training, building, constructions, etc.]
On a food farm, capacity is already reached in under 24 hours. No skill points needed at all.
On a stone farm, Quarrying III 38 / 50, 203%. Iron, Metallurgy III, 41 / 50, 233%. At same time, Silver Collection III at 50 / 50, 350%, makes it sufficiently close to the rates of above.
Note: It appears that production rates increase faster than capacity, so as your buildings level up, you may need to redo your skill point distribution to keep the 21 hour duration about the same. Reverse is also true - you could apply points to 23 hours now, and have it drop as you upgrade buildings. Or do economic studies.