ECS Agricultural Vector. Food Plant

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Contents

Valid for ECS 1.1

General data

Drawn by George, inspired with brewery by some unknown Czech artist (let me know if you know him)

File:Ecs_foodplant.png File:Ecs_foodplant-snowed.png

The Food plant is the part of the ECS Agricultural Vector.

Cargoes

Accepting

The Food plant accepts Cereals, Fruit and Oil seeds.

The Food plant does not accept any cargo during first 93 days of life if built in game.

Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the overflowing cargo is accepted and immediately removed from the store into nowhere.

LevelCerealsFruitOil seeds
Very low467293325
Low933587650
Normal186711731300
High326720532275
Very high606738134225
Ultimate1166773338125

Production

The Food plant produces Food and Fertilizer.

The Food plant does not produce any cargo during first 93 days of life if built in game.

The Food plant uses 6 production levels.

On the lowest production level the missing cargo would be taken from internal resources to produce about 16 units of Food. The Food plant production is shown in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed).

The industry processes the cargo that is stored the most. Changing between processed cargo happens instantly.

LevelCyclesFoodFertilizer (cereals)Fertilizer (fruit)Fertilizer (oil seeds)CerealsFruitOil seeds
Very low1100272016167133125
Low2200534033333267250
Normal44001078065667533500
High77001871401141167933875
Very high131300347260211216717331625
Ultimate252500667500406416733333125

Production change

Production change happens on the 1-st day of every month.

The Food plant does not change production level during first 93 days of life if built in game.

On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:

  • last one on the map
  • younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  • transportation level > 75%

Protection can be changed with a parameter of ECS Agricultural Vector to the following protection conditions:

  • last one on the map
  • younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  • transportation level > 1%
  • Food plant was built by the player during game play

Changing production level is calculated by comparing the sum (Cereals * 3/5, Fruit * 3/4, Oil seeds * 4/5) with the value, represented in the table.

The industry can increase production level by one or two, and decrease it to any level.

LevelDecreaseIncrease
Very low50250
Low100500
Normal2001000
High3501750
Very high6503250
Ultimate1250

On normal production level and higher at list 50% of Food should be transported to allow production level growth

Construction

The Food plant has one layout.

The Food plant has normal probability (4) to be built by map generator and very low probability (1) to be built during game play.

The Food plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 184. Construction conditions are represented in the table.

When built by the player during a game, the Food plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Food plant will pick up the colour randomly.

SECondition
+
Build on dry land
+
Build on flat land
+
Build > 1 tiles away from shore tile
+
Build < 25 tiles away from shore tile
+
Build > 3 tiles away from desert tile
Build at least 1 tile away from Tz0
Build > 31 tiles from a Farm
Build > 31 tiles from a Fruit plantation
Build > 15 tiles from a Food plant

Description of Location/Positioning Conditions

Features

The Food plant is covered with snow when located above snow line. The Food plant supports company colours.

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