ECS Agricultural Vector. Tinning Factory

From TTWiki
Revision as of 19:04, 12 June 2011 by Orudge (talk | contribs) (8 revisions)
Jump to navigationJump to search

Tinning Factory

Tinning Factory

Drawn by andythenorth, snow by Irwe, improved by George

General data

Tinning factories process livestock, fish and steel and produce food and fertilizer. Tinning factories can be build by player. Building cost is £562,368. Tinning factories have 4 possible layouts.

Tinning factories 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 production in the table is calculated with assumption, that all lines process one cargo (livestock or fish). In fact every line can process one of them, so, the total production can vary between values for processing livestock and fish. The first line is always processing livestock, the second always processes fish. Other lines can process any material, and process livestock by default. Each line has the current state that indicates the current processed cargo. If some conditions are met, the line changes the current state. Changing the state takes about 2 months. Number of working lines depends on the current production level.

If the amount of one cargo waiting (livestock or fish) is ten or more times higher, then the other, every triplet of lines (lines 3..5, 6..8, ..., 24..26) that consists of lines, which do not change the state currently, forces one of lines to change production from second cargo (least cargo waiting) to first (most cargo waiting). If the amount of one cargo waiting is three or more times higher, then the other, every triplet of lines that consists of lines, which do not change the state currently, forces one of lines to change production from second cargo to first with 50% probability. In the other case every triplet of lines that consists of lines, which do not change the state currently, forces the triplet to balance. That means if all lines process one cargo, one of lines starts to process the other.

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

To have a visual representation of lines, first letters for Livestock (L l) and Fish (F f) are used in the industry window. Every letter indicates the line. If a letter is L, the line processes livestock. If it is F - fish. Letter f indicates changing from livestock to fish and letter l indicates changing from fish to livestock.

||Level|Lines|Food (livestock)|Food (fish)|Fertilizer (livestock)|Fertilizer (fish)|Livestock (items)|Fish|Steel

Very low|2|128|106|16|37|228|193|4

Low|3|192|154|24|54|341|279|6

Normal|5|320|244|41|86|569|444|10

High|8|512|417|65|147|910|757|16

Very high|14|896|744|113|262|1593|1352|29

Ultimate|26|1664|1365|211|480|2958|2482|53

Level|Lines|Food (livestock)|Food (fish)|Fertilizer (livestock)|Fertilizer (fish)|Livestock (items)|Fish|

Very low|2|102|84|36|80|252|271|

Low|3|148|122|53|117|365|393|

Normal|5|235|194|84|185|581|625|

High|8|401|330|143|316|990|1065|

Very high|14|716|589|256|564|1767|1901|

Ultimate|26|1314|1082|470|1036|3244|3490| ||

Production change

Changing production level is calculated by comparing the sum of livestock and fish waiting 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|Decrease|Increase

Very low|131|523

Low|190|758

Normal|301|1205

High|514|2054

Very high|917|3668

Ultimate|1684| ||

Stockpile size

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

||Level|Livestock|Fish|Steel|Steel (50%)

Very low|567|908|82|41

Low|822|1316|121|60

Normal|1306|2092|198|99

High|2227|3567|325|162

Very high|3976|6369|574|287

Ultimate|7299|11692|1060|530||

Possible locations

Tinning factories should be build on the flat land near water (0 - 16). They can't be build near other tinning factories, animal farms, fishing grounds and steel mills.