1.2 Gathering Resources.
 
1.2.1 Food gathering. 
 

Forget everything you've read about these upgrades. A peasant will always return to the mill after 13 seconds GT (GameTime), regardless of the number of upgrades he has. The upgrades he has determines how much food he will collect during that 13 second time period:  

  • A peasant gathers 30 food in 13 seconds GT (650 frames).
  • Academy upgrade #1: +12 Gathered
  • Academy upgrade #2: +12 Gathered
  • Academy upgrade #3: +15 Gathered
  • Mill upgrade #1: +42 Gathered
  • Mill upgrade #2: +75 Gathered
A fully upgraded peasant can collect 186 food in 13 seconds GT. Not too shabby.  
 
1.2.2 How quickly are other resources gathered?
 

1.2.2.1 Stone

  • A stone miner gathers 40 stone in 7 seconds (350 frames).
  • The first stone miner upgrade increases this to 80 stone in 7 seconds.
  • The second stone miner upgrade increases this to 160 stone in 7 seconds.
  • Warning: These upgrades are not cumulative. Researching the first upgrade after the second will cancel the effect of the second upgrade entirely.
  • Hint: Those of you who are familiar with version 1.15 may have noticed that in the add-on, the label of the last stone mining upgrade has been changed from "400%" to "300%". The effect of the upgrade has not changed. The previous label, 400% was simply wrong. If you do the math, you see that 400% implies the effect of the upgrade is 40 + 40 * 4, when the real effect is and always has been 40 + 40 * 3.

1.2.2.2 Wood

  • A wood cutter gathers 28 wood in 5 seconds (250 frames).
  • The wood cutter upgrade increases this to 56 wood in 5 seconds.

1.2.2.3 Minerals

  • A miner gathers 2 minerals in 1 second (50 frames). So 1 mine (with 5 miners) gathers 10 minerals in 1 second (50 frames). A fully upgrade mine ( 95 miners) yields 190 minerals in 1 second.

1.2.2.4 Fish

  • A fishing boat gathers 1000 food in 50 seconds (2500 frames).
  • The fishing upgrade increases this to 2000 food in 50 seconds.
  • In games with water, fishing is extremely important. You don't want to build more ships than a pond can handle though -- as boats need room to move around. A small pond can generally support 20 boats, a medium size pond can support 40. On maps with a  water, most players build 75-200 boats, and the food income at those levels is awesome. A good fishing fleet also means you can free up peasants to gather wood, stone or do more mining. On real seawars you should be able to lodge for 500 - 1000 fishboats, or even more if there is enough space for harbours ( ratio 5-10 fishboats/ harbour)
  • If your boats gridlock, you'll need to manually scatter them to keep them working. Keep an eye out for this, as a gridlocked fleet is just as effective as no fishing fleet at all. ( Iv seen this countless times, good players that just have a load of fishboats at their shores stuck and think they get food; Just hit I and watch your fraction of food. If it drops, it means boats are stuck. ( More on fractions further-insert link))
  • A good ratio  is max 8 fish boats per shipyard. If you do more they will most likely get stuck. Especially on normal maps, I'd say max 5 on normal maps. And maybe up to 12 on huge maps.
  • Build ships with shift, as you would do with dragons.( Since prices increases, so with shift you pay only 90 wood/ship).
  • It seems like 1199 ships is the maximum and then you get the infinite sign. However, if you click further on, there are still ships added for the same price un till one ship is actually built. Theoretically, if you pause the game you could make 10 000 fish boats, if you have enough resources ( 900 000 wood) and enough housing for that, further you need enough place for harbors, so your fish doesn’t’get stuck. Tip for a crazy game: Peninsulas , 45 pt 1 vs. 1, ( x2 map=large) You can easily build 250 harbors and around 2500 - 3000 fish boats. And then to the market for gold and Victoria’s or an armada ( My rec must be an 120 million food/ hour   ;-) ). Oh yes , and a good computer and internet connection if you play this online, obviously.
  • Don't train ships near your fishing areas. If you do, your ships will run right over your little fish boats, sinking them along with all their fish.
  1.2.3 Farming vs. Fishing Guide

 

Fishing and farming economies offer their own unique perks and flaws. A developed farming economy is comprised of 2 to 4 mills, and 50 to 200 villagers. The farming economy is tougher to stop because, when aided by a few military units, the villagers can defend the fields and the economy. However, the villagers require a food upkeep, which can take a large toll on what they produce by harvesting. A largely farming economy takes up a large space in housing as well, vast amounts of villagers are employed to harvest and they must take the time to build homes as well. Yet the farming economy is comprised of villagers, and those villagers can be easily tasked to chop wood build structures or mine minerals. A developed fishing economy can contain anywhere from 15 to 75 boats all acquiring food at a fast rate. The fishing boats are rather pricey though, with an increasing cost, but this cost can be eliminated by research. The fishing economy is also weak because large enemy ships can simply ram each fishing ship with ease. However, the fishing economy requires no upkeep and each vessel dumps a value of 2000 food into your stockpiles with each return to the shipyard.


 

Farming

The farming economy is an early game necessity because docks and fishing ships are too pricey to build early. Though more experienced players can play a whole game without food collecting and using the market only. A mill provides quick food with around 30 villagers harvesting there. However, a farming economy must be built up to include over 75 villagers in order to provide enough food for unit training, research, and upkeep.
 
               
Food produced per minute by farming with the Manufacture Agriculture Sundry (farming efficiency +100%), Cultivate New Cultures of Wheat (+20% harvest), Carry out Fields' Meliodration, and the Improve Grain-Crops Treatment (harvesting +140%) upgrades.
 
 
Forty villagers produce 13668 units of food per minute with their expenses included. However, this is hardly enough villagers to support a large economy as well as an army. Seventy villagers produce more, which can be used for research, but a strong economy requires at least 100 villagers harvesting food. More academy research can increase harvesting and efficiency of your fields which will further and quicken food harvesting,

Fishing                                                                                                           

A fishing economy provides large amounts of food very quickly. But the boats come at an increasing price, getting higher with each boat built. Fishing ships need a large space of ocean to do their work, but the food they provide more than eliminates this. Researching new bait and tackle brings the fishing economy’s efficiency up by 100% providing more food faster.

Food produced by fishing with no food upkeep costs
 
 
 
Fish and Farming

A fish and farming mix can bring huge benefits to an economy. With an effective mix, you can reap huge benefits.

Food produced by fishing and farming with the same farming bonuses as shown above
 
 
This farming/fishing mix provides much more food than farming or fishing alone. 30 villagers and 3 boats provides more than 40 villagers alone does. A mix of 30 villagers and 15 boats is a good mix for an early economy, this provides enough for an early army and enough to keep on building and researching.

Food produced by fishing and farming with the same farming bonuses as shown above
 
 
Having 50 villagers accompanied with 15 boats provides a large amount of food per minute, enough to provide for a large army and the switch to the 18th century.

Food produced by fishing and farming with the same farming bonuses as shown above
 
 

In late game situations, 100 villagers and 30 boats provides more than enough food to support armies, and late game researching. An effective mix of both farming and fishing gives a strong and stable economy that only a heavy land and sea strike can decommission.

 

Conclusion Resources:
 

In all cases, it is extremely important to build extra mills, storehouses and docks to keep your workers from jamming up at a single mill, storehouse or dock and to reduce travel time. Remember that units always drop off resources at the top-half of buildings( shadowside), so always construct your town hall, storehouse  below and as close as possible to a resource to minimize travel time. Regardless of how many drop sites you have, eventually your forests and stone quarries will be overrun and peasants will stop working. Pressing <ctrl>p will select all your idle peasants. Then pressing the spacebar will allow you to cycle through them and put them back to work. On a large stone mine you should be able to place up to 70 workers without having to much jams, on smaller mines, put peasants accordingly. The smallest mine may hold up to 9 peasants. 

 
Since the data for the speed of resource collection was measured in different time frames above, it might be interesting for new players to have an comparison in the same timeframe.
 
A non upgraded peasants gathers in 60 game time seconds ( 3000 game frames)
 

         138 food

         336 wood

         343 stone 

A peasant with the maximum food upgrade and with the wood upgrade and the first stone upgrade gathers in 60 game time seconds:
 

         186 food

         672 wood

         685 stone 

A fully upgraded peasant gather’s per 60 game time seconds
 

         186 food

         672 wood

         1372 stone 

A fishboats gathers per 60 game time
 

         If its not upgraded 1200 food

         If its upgraded 2400 food