Difference between revisions of "ECS Agricultural Vector. Brewery"

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Brewery

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.