ECS Agricultural Vector. Tinning Factory

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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.