Difference between revisions of "ECS Agricultural Vector. Brewery"

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Revision as of 18:17, 16 June 2011


Brewery

Drawn by George, inspired with brewery by MHz

General data

Breweries process cereals, fruit, glass and produce food and fertilizer. Breweries can be build by player. Building cost is £421,776. Breweries have 1 possible layout.

Breweries have the production, represented 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). Glass is a must cargo for production. The industry can't produce food from fruit or cereals without glass and from glass without fruit or cereals unless glass is not defined.

About 16 units of food are produced in addition from internal resources of the industry on the lowest production level.

Only fruit or cereals can be processed at the same time. When the industry has no cereals nor fruit waiting, it accepts both the cargos. When one of the cargos was accepted, the industry stops accepting the other cargo unless there is no cereals nor fruit waiting.

Level Cycles Food (cereals) Food (fruit) Fertilizer (cereals) Fertilizer (fruit) Cereals Fruit Glass (+cereals) (items) Glass (+fruit) (items)
Very low 1 82 63 4 2 103 70 109 84
Low 2 164 120 8 4 205 133 219 160
Normal 4 328 227 16 8 410 253 437 303
High 7 574 432 29 14 718 480 765 576
Very high 13 1066 821 53 27 1333 912 1421 1095
Ultimate 25 2050 1560 103 52 2563 1733 2733 2080

Production change

Changing production level is calculated by comparing the min of cereals/fruit waiting and glass waiting * K (K = 7/16 for cereals, 5/16 for fruit) with the value, represented in the table.

The industry can rise production level by one or two, and drop it to any level. Increasing production on normal and higher production levels also requires at least 50% of food being transported.

When industry has a very low production level and do not have enough cargo waiting, it tests close down conditions. Industries in service have a close down chance reduced by 50%. Newly build industries can be closed only if they are at least 2 year old. Industries, build by random map generator or map editor, can be closed only if they are at least 5 year old age. A close down chance is 6%, 8% chance for increasing production.

Level Cereals decrease level Glass decrease level Cereals increase level Glass increase level Fruit decrease level Glass decrease level Fruit increase level Glass increase level
Very low 51 235 205 938 35 224 140 896
Low 103 469 410 1875 67 426 266 1703
Normal 205 938 820 3749 126 809 505 3235
High 359 1640 1435 6560 240 1537 960 6146
Very high 666 3046 2665 12183 456 2920 1824 11677
Ultimate 1281 5858 867 5547

Stockpile size

The cargo acceptance is limited by a storage size. If the industry receives more fruit or cereals, than it can store, the cargo is removed from the store. For glass the situation is different. If the store is overflowed, the industry stops to accept glass unless the glass storage is half-free. Than the industry starts to accept glass again.

Level Cereals Fruit Glass Glass (50%)
Very low 410 455 1039 519
Low 820 865 2077 1039
Normal 1640 1643 4155 2077
High 2870 3121 7271 3635
Very high 5330 5930 13503 6751
Ultimate 10250 11266 25967 12983

Possible locations

Breweries should be build close to water (0-3), on the flat land, in towns (Rz0 > Ed > Rz1) with population above 768. They can't be build near other Breweries, fruit plantations and farms.