Difference between revisions of "ECS Agricultural Vector. Textile Mill"

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Revision as of 18:18, 16 June 2011


Textile Mill

Drawn by andythenorth, snow by Irwe, recoloured by George

General data

Textile mills process wool, fibre crops, dyes and produce goods. Textile mills can be build by player. Building cost is £609,232. Textile mills have 1 possible layout.

Textile mills 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). Production goes from cargo that is more stored with factors of 4 for wool and 14 for fibre crops. Dyes are a must cargo for production. The industry can't produce goods from wool or fibre crops without dyes and from dyes without wool or fibre crops unless dyes are undefined.

About 8 units of goods are produced in addition from internal resources of the industry on the lowest production level.

Level Cycles Goods (wool) Goods (fibre crops) Wool Fibre crops Dyes (wool) Dyes (fibre crops)
Very low 1 55 88 116 52 2 8
Low 2 110 176 232 104 4 16
Normal 4 220 352 463 207 8 32
High 9 495 792 1042 466 18 73
Very high 19 1045 1672 2200 984 39 153
Ultimate 41 2255 3608 4747 2122 83 331

Production change

Changing production level is calculated by comparing the max of (min of wool * 1/4 and dyes * 57/4) and (min of fibre crops * 17/20 dyes * 32/5) 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 goods 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 Decrease Increase
Very low 36 215
Low 72 429
Normal 143 858
High 322 1931
Very high 679 4076
Ultimate 1466

Stockpile size

The cargo acceptance is limited by a storage size. The storage for wool and fibre crops is same. Storage usage is calculated by calculating wool/4+fibre crops (tons). If the store is overflowed, the industry stops to accept cargos unless the storage is half-free. Than the industry starts to accept cargo again.

Level Wool / fibre crops Wool / fibre crops (50%) Dyes Dyes (50%)
Very low 362 181 65 32
Low 725 362 129 65
Normal 1449 725 258 129
High 3261 1631 581 291
Very high 6885 3442 1227 614
Ultimate 14856 7428 2649 1324

Possible locations

Textile mills should be build on the flat land, near towns (Rz0 > Ed > Rz1). They can't be build near other Textile mills, animal farms, farms, chemical plants.