Difference between revisions of "ECS Agricultural Vector. Food Plant"

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Valid for ECS 1.1
 
Valid for ECS 1.1
   
  +
==General data==
=Food Plant=
 
   
 
Drawn by George, inspired with brewery by some unknown Czech artist (let me know if you know him)
 
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]]
==General data==
 
   
  +
The Food plant is the part of the [[ECS Agricultural Vector]].
Food plants process cereals, fruit, oil seeds and produce food and fertilizer. Food plants can be build by player. Building cost is £538,936. Food plants have 1 possible layout.
 
   
  +
==Cargoes==
Food plants 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). The industry processes the cargo that is stored the most. Changing between processed cargo happens instantly.
 
   
  +
===Accepting===
About 16 units of food are produced in addition from internal resources of the industry on the lowest production level.
 
  +
  +
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.
   
 
{|
 
{|
!Level!!Cycles!!Food!!Fertilizer (cereals)!!Fertilizer (fruit)!!Fertilizer (oil seeds)!!Cereals!!Fruit!!Oil seeds
+
!Level!!Cereals!!Fruit!!Oil seeds
  +
|-
  +
|Very low||467||293||325
  +
|-
  +
|Low||933||587||650
  +
|-
  +
|Normal||1867||1173||1300
  +
|-
  +
|High||3267||2053||2275
  +
|-
  +
|Very high||6067||3813||4225
  +
|-
  +
|Ultimate||11667||7333||8125
  +
|}
   
  +
===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.
  +
  +
{|
  +
!Level!!Cycles!!Food!!Fertilizer (cereals)!!Fertilizer (fruit)!!Fertilizer (oil seeds)!!Cereals!!Fruit!!Oil seeds
 
|-
 
|-
 
|Very low||1||100||27||20||16||167||133||125
 
|Very low||1||100||27||20||16||167||133||125
 
 
|-
 
|-
 
|Low||2||200||53||40||33||333||267||250
 
|Low||2||200||53||40||33||333||267||250
 
 
|-
 
|-
 
|Normal||4||400||107||80||65||667||533||500
 
|Normal||4||400||107||80||65||667||533||500
 
 
|-
 
|-
 
|High||7||700||187||140||114||1167||933||875
 
|High||7||700||187||140||114||1167||933||875
 
 
|-
 
|-
 
|Very high||13||1300||347||260||211||2167||1733||1625
 
|Very high||13||1300||347||260||211||2167||1733||1625
 
 
|-
 
|-
 
|Ultimate||25||2500||667||500||406||4167||3333||3125
 
|Ultimate||25||2500||667||500||406||4167||3333||3125
 
|}
 
|}
   
==Production change==
+
===Production change===
   
  +
Production change happens on the 1-st day of every month.
Changing production level is calculated by comparing the sum of cereals * 3/5 and fruit * 3/4 and oil seeds * 4/5 with the value, represented in the table.
 
   
  +
The Food plant does not change production level during first 93 days of life if built in game.
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.
 
   
  +
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:
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.
 
  +
*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.
   
 
{|
 
{|
 
!Level!!Decrease!!Increase
 
!Level!!Decrease!!Increase
 
 
|-
 
|-
 
|Very low||50||250
 
|Very low||50||250
 
 
|-
 
|-
 
|Low||100||500
 
|Low||100||500
 
 
|-
 
|-
 
|Normal||200||1000
 
|Normal||200||1000
 
 
|-
 
|-
 
|High||350||1750
 
|High||350||1750
 
 
|-
 
|-
 
|Very high||650||3250
 
|Very high||650||3250
 
 
|-
 
|-
 
|Ultimate||1250||
 
|Ultimate||1250||
 
|}
 
|}
  +
On normal production level and higher at list 50% of Food should be transported to allow production level growth
   
==Stockpile size==
+
==Construction==
   
  +
The Food plant has one layout.
The cargo acceptance is limited by a storage size. If the industry receives more cargo, than it can store, the cargo is removed from the store into nowhere.
 
   
  +
The Food plant low probability (4) to be built by map generator and very low probability (1) to be built during game play.
{|
 
!Level!!Cereals!!Fruit!!Oil seeds
 
   
  +
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.
|-
 
|Very low||467||293||325
 
   
  +
{|
  +
!SE!!Condition
 
|-
 
|-
  +
|<center>+</center>||Build on dry land
|Low||933||587||650
 
 
 
|-
 
|-
  +
|<center>+</center>||Build on flat land
|Normal||1867||1173||1300
 
 
 
|-
 
|-
  +
|<center>+</center>||Build > 1 tiles away from shore tile
|High||3267||2053||2275
 
 
 
|-
 
|-
  +
|<center>+</center>||Build < 25 tiles away from shore tile
|Very high||6067||3813||4225
 
 
 
|-
 
|-
  +
|<center>+</center>||Build > 3 tiles away from desert tile
|Ultimate||11667||7333||8125
 
  +
|-
  +
|<center>&ndash;</center>||Build at least 1 tile away from Tz0
  +
|-
  +
|<center>&ndash;</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Farm| Farm]]
  +
|-
  +
|<center>&ndash;</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Fruit Plantation| Fruit plantation]]
  +
|-
  +
|<center>&ndash;</center>||Build > 15 tiles from a Food plant
 
|}
 
|}
  +
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
   
  +
==Features==
==Possible locations==
 
   
  +
The Food plant is covered with snow when located above snow line.
Food plants should be build near water (0 - 24), on the flat land. They can't be build near other Food plants, fruit plantations and farms.
 

Revision as of 18:06, 28 June 2011

<< ECS Agricultural Vector. Brewery ECS Agricultural Vector ECS Agricultural Vector. Textile Mill >>

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)

Ecs foodplant.png 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.

Level Cereals Fruit Oil seeds
Very low 467 293 325
Low 933 587 650
Normal 1867 1173 1300
High 3267 2053 2275
Very high 6067 3813 4225
Ultimate 11667 7333 8125

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.

Level Cycles Food Fertilizer (cereals) Fertilizer (fruit) Fertilizer (oil seeds) Cereals Fruit Oil seeds
Very low 1 100 27 20 16 167 133 125
Low 2 200 53 40 33 333 267 250
Normal 4 400 107 80 65 667 533 500
High 7 700 187 140 114 1167 933 875
Very high 13 1300 347 260 211 2167 1733 1625
Ultimate 25 2500 667 500 406 4167 3333 3125

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.

Level Decrease Increase
Very low 50 250
Low 100 500
Normal 200 1000
High 350 1750
Very high 650 3250
Ultimate 1250

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 low 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.

SE Condition
+
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.