Difference between revisions of "ECS Agricultural Vector. Tinning Factory"
m (moved ECSAVTinningFactory to Tinning Factory: Right article name instead of page name from old wiki) |
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+ | [[Category:ECS Vectors Industries]][[Category:ECS Agricultural Vector]] |
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+ | {| style="width: 100%;" border="1" |
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+ | |- valign="top" |
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+ | | style="width: 33%;" | << [[ECS Agricultural Vector. Animal Farm]] || align="center" style="width: 34%;"| [[ECS Agricultural Vector]] || align="right" style="width: 33%;"| [[ECS Agricultural Vector. Brewery]] >> |
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+ | |} |
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+ | __TOC__ |
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+ | Valid for ECS 1.1 |
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+ | ==General data== |
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− | |||
− | =Tinning Factory= |
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Drawn by andythenorth, snow by Irwe, improved by George |
Drawn by andythenorth, snow by Irwe, improved by George |
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+ | [[File:Ecs_tinningfactory.png]] [[File:Ecs_tinningfactory-snowed.png]] |
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− | ==General data== |
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+ | |||
+ | The Tinning factory is the part of the [[ECS Agricultural Vector]]. |
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+ | ==Cargoes== |
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− | 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. |
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+ | ===Accepting=== |
||
− | 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. |
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+ | The Tinning factory accepts Livestock, Fish and Steel if defined. |
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− | 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. |
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+ | The Tinning factory does not accept any cargo during first 93 days of life if built in game. |
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− | About 16 units of food are produced in addition from internal resources of the industry on the lowest production level. |
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+ | 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. |
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− | 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. |
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{| |
{| |
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+ | !Level!!Livestock!!Fish!!Steel!!Steel (50%) |
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− | !Level!!Lines!!Food (livestock)!!Food (fish)!!Fertilizer (livestock)!!Fertilizer (fish)!!Livestock (items)!!Fish!!Steel |
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+ | |- |
||
+ | |Very low||567||908||82||41 |
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+ | |- |
||
+ | |Low||822||1316||121||60 |
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+ | |- |
||
+ | |Normal||1306||2092||198||99 |
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+ | |- |
||
+ | |High||2227||3567||325||162 |
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+ | |- |
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+ | |Very high||3976||6369||574||287 |
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+ | |- |
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+ | |Ultimate||7299||11692||1060||530 |
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+ | |} |
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+ | Acceptance limit can be disabled with parameter of [[ECS Agricultural Vector]]. |
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+ | |||
+ | ===Production=== |
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+ | |||
+ | The Tinning factory produces Food and Fertilizer. |
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+ | |||
+ | The Tinning factory does not produce any cargo during first 93 days of life if built in game. |
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+ | |||
+ | The Tinning factory uses 6 production levels, meaning number of lines being on (2, 3, 5, 8, 14 and 26). |
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+ | |||
+ | 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. |
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+ | |||
+ | 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. |
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+ | |||
+ | {| |
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+ | !Level!!Lines!!Food (livestock)!!Food (fish)!!Fertilizer (livestock)!!Fertilizer (fish)!!Livestock (items)!!Fish!!Steel |
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|- |
|- |
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|Very low||2||128||106||16||37||228||193||4 |
|Very low||2||128||106||16||37||228||193||4 |
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− | |||
|- |
|- |
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|Low||3||192||154||24||54||341||279||6 |
|Low||3||192||154||24||54||341||279||6 |
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− | |||
|- |
|- |
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|Normal||5||320||244||41||86||569||444||10 |
|Normal||5||320||244||41||86||569||444||10 |
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− | |||
|- |
|- |
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|High||8||512||417||65||147||910||757||16 |
|High||8||512||417||65||147||910||757||16 |
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− | |||
|- |
|- |
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|Very high||14||896||744||113||262||1593||1352||29 |
|Very high||14||896||744||113||262||1593||1352||29 |
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− | |||
|- |
|- |
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|Ultimate||26||1664||1365||211||480||2958||2482||53 |
|Ultimate||26||1664||1365||211||480||2958||2482||53 |
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− | |||
|- |
|- |
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− | + | !Level!!Lines!!Food (livestock)!!Food (fish)!!Fertilizer (livestock)!!Fertilizer (fish)!!Livestock (items)!!Fish!! |
|
− | |||
|- |
|- |
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|Very low||2||102||84||36||80||252||271|| |
|Very low||2||102||84||36||80||252||271|| |
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− | |||
|- |
|- |
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|Low||3||148||122||53||117||365||393|| |
|Low||3||148||122||53||117||365||393|| |
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− | |||
|- |
|- |
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|Normal||5||235||194||84||185||581||625|| |
|Normal||5||235||194||84||185||581||625|| |
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− | |||
|- |
|- |
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|High||8||401||330||143||316||990||1065|| |
|High||8||401||330||143||316||990||1065|| |
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− | |||
|- |
|- |
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|Very high||14||716||589||256||564||1767||1901|| |
|Very high||14||716||589||256||564||1767||1901|| |
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− | |||
|- |
|- |
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|Ultimate||26||1314||1082||470||1036||3244||3490|| |
|Ultimate||26||1314||1082||470||1036||3244||3490|| |
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|} |
|} |
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− | ==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 livestock and fish waiting with the value, represented in the table. |
||
+ | The Tinning factory does not change production level during first 93 days of life if built in game. |
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− | 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. |
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+ | On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions: |
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− | 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. |
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+ | *last one on the map |
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+ | *younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others |
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+ | *transportation level > 75% |
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+ | |||
+ | Protection can be changed with a parameter of [[ECS Agricultural Vector]] to the following protection conditions: |
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+ | *last one on the map |
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+ | *younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others |
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+ | *transportation level > 1% |
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+ | *Tinning factory was built by the player during game play |
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+ | |||
+ | Changing production level is calculated by comparing the '''sum of Livestock and Fish waiting''' with the value, represented in the table. |
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+ | |||
+ | The industry can increase production level by one or two, and decrease it to any level. |
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{| |
{| |
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!Level!!Decrease!!Increase |
!Level!!Decrease!!Increase |
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− | |||
|- |
|- |
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|Very low||131||523 |
|Very low||131||523 |
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− | |||
|- |
|- |
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|Low||190||758 |
|Low||190||758 |
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− | |||
|- |
|- |
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|Normal||301||1205 |
|Normal||301||1205 |
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− | |||
|- |
|- |
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|High||514||2054 |
|High||514||2054 |
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− | |||
|- |
|- |
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|Very high||917||3668 |
|Very high||917||3668 |
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− | |||
|- |
|- |
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|Ultimate||1684|| |
|Ultimate||1684|| |
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|} |
|} |
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+ | On normal production level and higher at list 50% of Food should be transported to allow production level growth |
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− | == |
+ | ==Construction== |
+ | The Tinning factory has one of 4 possible layouts. New layouts are welcome (:biggrin:) |
||
− | 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. |
||
+ | The Tinning factory has low probability (3) to be built by map generator and very low probability (1) to be built during game play. |
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− | {| |
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− | !Level!!Livestock!!Fish!!Steel!!Steel (50%) |
||
+ | 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. |
||
− | |- |
||
− | |Very low||567||908||82||41 |
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+ | 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. |
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− | |- |
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− | |Low||822||1316||121||60 |
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+ | {| |
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+ | !SE!!Condition |
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|- |
|- |
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+ | |<center>+</center>||Build on dry land |
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− | |Normal||1306||2092||198||99 |
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− | |||
|- |
|- |
||
+ | |<center>+</center>||Build on flat land |
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− | |High||2227||3567||325||162 |
||
− | |||
|- |
|- |
||
+ | |<center>+</center>||Build > 1 tiles away from shore tile |
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− | |Very high||3976||6369||574||287 |
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− | |||
|- |
|- |
||
+ | |<center>+</center>||Build < 17 tiles away from shore tile |
||
− | |Ultimate||7299||11692||1060||530 |
||
+ | |- |
||
+ | |<center>+</center>||Build > 3 tiles away from desert tile |
||
+ | |- |
||
+ | |<center>–</center>||Build at least 1 tile away from Tz0 |
||
+ | |- |
||
+ | |<center>–</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Animal Farm| Animal farm]] |
||
+ | |- |
||
+ | |<center>–</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Fishing grounds| Fishing grounds]] |
||
+ | |- |
||
+ | |<center>–</center>||Build > 31 tiles from a [[ECS Machinery Vector. Steel Mill| Steel mill]] |
||
+ | |- |
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+ | |<center>–</center>||Build > 15 tiles from a Tinning factory |
||
|} |
|} |
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+ | [[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]] |
||
+ | ==Features== |
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− | ==Possible locations== |
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+ | The Tinning factory is covered with snow when located above snow line. The Tinning factory supports company colours. |
||
− | 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. |
Latest revision as of 17:28, 1 July 2011
<< ECS Agricultural Vector. Animal Farm | ECS Agricultural Vector | ECS Agricultural Vector. Brewery >> |
Valid for ECS 1.1
General data
Drawn by andythenorth, snow by Irwe, improved by George
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.