Difference between revisions of "ECS Agricultural Vector. Brewery"

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==Construction==
 
==Construction==
   
The Brewery has one layout.
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The Brewery has one of 11 possible layouts. New layouts are welcome :)
   
The Brewery low probability (3) to be built by map generator and low probability (2) to be built during game play.
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The Brewery has low probability (3) to be built by map generator and low probability (2) to be built during game play.
   
 
The Brewery can be built by a player both in a game and in the scenario editor. Construction cost factor is 144. Construction conditions are represented in the table.
 
The Brewery can be built by a player both in a game and in the scenario editor. Construction cost factor is 144. Construction conditions are represented in the table.

Latest revision as of 03:21, 16 January 2013

<< ECS Agricultural Vector. Tinning Factory ECS Agricultural Vector ECS Agricultural Vector. Food Plant >>

Valid for ECS 1.1

General data

Drawn by George, inspired with brewery by MHz

Ecs brewery.png Ecs brewery-snowed.png

The Brewery is the part of the ECS Agricultural Vector.

Cargoes

Accepting

The Brewery accepts Cereals, Fruit and Glass if defined.

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

Cargo acceptance is limited by storage capacity. If the Fruit or Cereals stockpile is in overflow, the overflowing cargo is accepted and immediately removed from the store into nowhere. For Glass the situation is different. If the Glass stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to 50% of capacity, at which point the industry will start accepting cargo 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

Acceptance limit can be disabled with parameter of ECS Agricultural Vector.

Production

The Brewery produces Food and Fertilizer.

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

The Brewery uses 6 production levels.

Glass is a must cargo for production. Also the industry can't produce any cargo from Glass without Fruit or Cereals. On the lowest production level the missing cargo would be taken from internal resources to produce about 16 units of Food. The Brewery 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).

Only Fruit or Cereals can be processed at the same time. When the industry has no Cereals nor Fruit waiting, it accepts both 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

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

The Brewery 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%
  • Brewery was built by the player during game play

Changing production level is calculated by comparing the min (Cereals/Fruit, Glass * K) with the value, represented in the table. K = 7/16 for Cereals, 5/16 for Fruit

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

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

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

Construction

The Brewery has one of 11 possible layouts. New layouts are welcome :)

The Brewery has low probability (3) to be built by map generator and low probability (2) to be built during game play.

The Brewery can be built by a player both in a game and in the scenario editor. Construction cost factor is 144. Construction conditions are represented in the table.

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

SE Condition
+
Build on dry land
+
Build on flat land
+
Build > 1 tiles away from shore tile
+
Build < 4 tiles away from shore tile
+
Build > 3 tiles away from desert tile
Build inside Tz0
Build outside Tz1
Build in town with population >= 768
Build > 31 tiles from a Farm
Build > 31 tiles from a Fruit plantation
Build > 15 tiles from a Brewery

Description of Location/Positioning Conditions

Features

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