ECS Agricultural Vector. Tinning Factory

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Valid for ECS 1.1

General data

Drawn by andythenorth, snow by Irwe, improved by George

Ecs tinningfactory.png Ecs tinningfactory-snowed.png

The Tinning factory is the part of the ECS Agricultural Vector.

Cargoes

Accepting

The Tinning factory accepts Livestock, Fish and Steel if defined.

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

Cargo acceptance is limited by storage capacity. If the Livestock or Fish stockpile is in overflow, the overflowing cargo is accepted and immediately removed from the store into nowhere. For Steel the situation is different. If the Steel 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 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

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

Production

The Tinning factory produces Food and Fertilizer.

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

The Tinning factory uses 6 production levels, meaning number of lines being on (2, 3, 5, 8, 14 and 26).

The Tinning factory has 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 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.

On the lowest production level the missing cargo would be taken from internal resources to produce about 16 units of Food.

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

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

The Tinning factory 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%
  • Tinning factory was built by the player during game play

Changing production level is calculated by comparing the sum of Livestock and Fish waiting 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 131 523
Low 190 758
Normal 301 1205
High 514 2054
Very high 917 3668
Ultimate 1684

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

Construction

The Tinning factory has one of 4 possible layouts. New layouts are welcome (:biggrin:)

The Tinning factory has low probability (3) to be built by map generator and very low probability (1) to be built during game play.

The Tinning factory can be built by a player both in a game and in the scenario editor. Construction cost factor is 192. Construction conditions are represented in the table.

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

SE Condition
+
Build on dry land
+
Build on flat land
+
Build > 1 tiles away from shore tile
+
Build < 17 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 Animal farm
Build > 31 tiles from a Fishing grounds
Build > 31 tiles from a Steel mill
Build > 15 tiles from a Tinning factory

Description of Location/Positioning Conditions

Features

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