Difference between revisions of "ECS Agricultural Vector. Food Plant"
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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. Brewery]] || align="center" style="width: 34%;"| [[ECS Agricultural Vector]] || align="right" style="width: 33%;"| [[ECS Agricultural Vector. Textile Mill]] >> |
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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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− | '''''Food Plant''''' |
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− | |||
− | =Food Plant= |
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Drawn by George, inspired with brewery by some unknown Czech artist (let me know if you know him) |
Drawn by George, inspired with brewery by some unknown Czech artist (let me know if you know him) |
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+ | [[File:Ecs_foodplant.png]] [[File:Ecs_foodplant-snowed.png]] |
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− | ==General data== |
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− | |||
− | Food plants process cereals, fruit, oil seeds and produce food and fertilizer. Food plants can be build by player. Building cost is £538,936. Food plants have 1 possible layout. |
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− | |||
− | Food plants 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 industry processes the cargo that is stored the most. Changing between processed cargo happens instantly. |
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+ | The Food plant is the part of the [[ECS Agricultural Vector]]. |
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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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+ | ==Cargoes== |
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− | ||Level|Cycles|Food|Fertilizer (cereals)|Fertilizer (fruit)|Fertilizer (oil seeds)|Cereals|Fruit|Oil seeds |
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+ | ===Accepting=== |
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− | Very low|1|100|27|20|16|167|133|125 |
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+ | The Food plant accepts Cereals, Fruit and Oil seeds. |
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− | Low|2|200|53|40|33|333|267|250 |
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+ | The Food plant does not accept any cargo during first 93 days of life if built in game. |
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− | Normal|4|400|107|80|65|667|533|500 |
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+ | Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the overflowing cargo is accepted and immediately removed from the store into nowhere. |
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− | High|7|700|187|140|114|1167|933|875 |
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+ | {| |
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− | Very high|13|1300|347|260|211|2167|1733|1625 |
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+ | !Level!!Cereals!!Fruit!!Oil seeds |
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+ | |- |
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+ | |Very low||467||293||325 |
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+ | |- |
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+ | |Low||933||587||650 |
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+ | |- |
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+ | |Normal||1867||1173||1300 |
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+ | |- |
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+ | |High||3267||2053||2275 |
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+ | |- |
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+ | |Very high||6067||3813||4225 |
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+ | |- |
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+ | |Ultimate||11667||7333||8125 |
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+ | |} |
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+ | ===Production=== |
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− | Ultimate|25|2500|667|500|406|4167|3333|3125|| |
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+ | The Food plant produces Food and Fertilizer. |
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− | ==Production change== |
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+ | The Food plant does not produce any cargo during first 93 days of life if built in game. |
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− | Changing production level is calculated by comparing the sum of cereals * 3/5 and fruit * 3/4 and oil seeds * 4/5 with the value, represented in the table. |
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+ | The Food plant uses 6 production levels. |
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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 the missing cargo would be taken from internal resources to produce about 16 units of Food. The Food plant production is shown 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). |
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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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+ | The industry processes the cargo that is stored the most. Changing between processed cargo happens instantly. |
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− | ||Level|Decrease|Increase |
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+ | {| |
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− | Very low|50|250 |
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+ | !Level!!Cycles!!Food!!Fertilizer (cereals)!!Fertilizer (fruit)!!Fertilizer (oil seeds)!!Cereals!!Fruit!!Oil seeds |
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+ | |- |
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+ | |Very low||1||100||27||20||16||167||133||125 |
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+ | |- |
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+ | |Low||2||200||53||40||33||333||267||250 |
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+ | |- |
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+ | |Normal||4||400||107||80||65||667||533||500 |
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+ | |- |
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+ | |High||7||700||187||140||114||1167||933||875 |
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+ | |- |
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+ | |Very high||13||1300||347||260||211||2167||1733||1625 |
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+ | |- |
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+ | |Ultimate||25||2500||667||500||406||4167||3333||3125 |
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+ | |} |
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+ | ===Production change=== |
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− | Low|100|500 |
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+ | Production change happens on the 1-st day of every month. |
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− | Normal|200|1000 |
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+ | The Food plant does not change production level during first 93 days of life if built in game. |
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− | High|350|1750 |
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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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− | Very high|650|3250 |
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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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− | Ultimate|1250| || |
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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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+ | *Food plant was built by the player during game play |
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+ | Changing production level is calculated by comparing the '''sum (Cereals * 3/5, Fruit * 3/4, Oil seeds * 4/5)''' with the value, represented in the table. |
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− | ==Stockpile size== |
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+ | The industry can increase production level by one or two, and decrease it to any level. |
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− | The cargo acceptance is limited by a storage size. If the industry receives more cargo, than it can store, the cargo is removed from the store into nowhere. |
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+ | {| |
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− | ||Level|Cereals|Fruit|Oil seeds |
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+ | !Level!!Decrease!!Increase |
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+ | |- |
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+ | |Very low||50||250 |
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+ | |- |
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+ | |Low||100||500 |
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+ | |- |
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+ | |Normal||200||1000 |
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+ | |- |
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+ | |High||350||1750 |
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+ | |- |
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+ | |Very high||650||3250 |
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+ | |- |
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+ | |Ultimate||1250|| |
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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== |
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− | Very low|467|293|325 |
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+ | The Food plant has one of 8 possible layouts. New layouts are welcome :) |
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− | Low|933|587|650 |
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+ | The Food plant has normal probability (4) to be built by map generator and very low probability (1) to be built during game play. |
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− | Normal|1867|1173|1300 |
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+ | The Food plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 184. Construction conditions are represented in the table. |
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− | High|3267|2053|2275 |
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+ | When built by the player during a game, the Food plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Food plant will pick up the colour randomly. |
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− | Very high|6067|3813|4225 |
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+ | {| |
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− | Ultimate|11667|7333|8125|| |
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+ | !SE!!Condition |
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+ | |- |
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+ | |<center>+</center>||Build on dry land |
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+ | |- |
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+ | |<center>+</center>||Build on flat land |
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+ | |- |
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+ | |<center>+</center>||Build > 1 tiles away from shore tile |
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+ | |- |
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+ | |<center>+</center>||Build < 25 tiles away from shore tile |
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+ | |- |
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+ | |<center>+</center>||Build > 3 tiles away from desert tile |
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+ | |- |
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+ | |<center>–</center>||Build at least 1 tile away from Tz0 |
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+ | |- |
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+ | |<center>–</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Farm| Farm]] |
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+ | |- |
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+ | |<center>–</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Fruit Plantation| Fruit plantation]] |
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+ | |- |
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+ | |<center>–</center>||Build > 15 tiles from a Food plant |
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+ | |} |
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+ | [[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]] |
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+ | ==Features== |
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− | ==Possible locations== |
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+ | The Food plant is covered with snow when located above snow line. The Food plant supports company colours. |
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− | Food plants should be build near water (0 - 24), on the flat land. They can't be build near other Food plants, fruit plantations and farms. |
Latest revision as of 09:09, 19 January 2013
<< ECS Agricultural Vector. Brewery | ECS Agricultural Vector | ECS Agricultural Vector. Textile Mill >> |
Valid for ECS 1.1
General data
Drawn by George, inspired with brewery by some unknown Czech artist (let me know if you know him)
The Food plant is the part of the ECS Agricultural Vector.
Cargoes
Accepting
The Food plant accepts Cereals, Fruit and Oil seeds.
The Food plant does not accept any cargo during first 93 days of life if built in game.
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the overflowing cargo is accepted and immediately removed from the store into nowhere.
Level | Cereals | Fruit | Oil seeds |
---|---|---|---|
Very low | 467 | 293 | 325 |
Low | 933 | 587 | 650 |
Normal | 1867 | 1173 | 1300 |
High | 3267 | 2053 | 2275 |
Very high | 6067 | 3813 | 4225 |
Ultimate | 11667 | 7333 | 8125 |
Production
The Food plant produces Food and Fertilizer.
The Food plant does not produce any cargo during first 93 days of life if built in game.
The Food plant uses 6 production levels.
On the lowest production level the missing cargo would be taken from internal resources to produce about 16 units of Food. The Food plant production is shown 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 industry processes the cargo that is stored the most. Changing between processed cargo happens instantly.
Level | Cycles | Food | Fertilizer (cereals) | Fertilizer (fruit) | Fertilizer (oil seeds) | Cereals | Fruit | Oil seeds |
---|---|---|---|---|---|---|---|---|
Very low | 1 | 100 | 27 | 20 | 16 | 167 | 133 | 125 |
Low | 2 | 200 | 53 | 40 | 33 | 333 | 267 | 250 |
Normal | 4 | 400 | 107 | 80 | 65 | 667 | 533 | 500 |
High | 7 | 700 | 187 | 140 | 114 | 1167 | 933 | 875 |
Very high | 13 | 1300 | 347 | 260 | 211 | 2167 | 1733 | 1625 |
Ultimate | 25 | 2500 | 667 | 500 | 406 | 4167 | 3333 | 3125 |
Production change
Production change happens on the 1-st day of every month.
The Food plant 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%
- Food plant was built by the player during game play
Changing production level is calculated by comparing the sum (Cereals * 3/5, Fruit * 3/4, Oil seeds * 4/5) 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 | 50 | 250 |
Low | 100 | 500 |
Normal | 200 | 1000 |
High | 350 | 1750 |
Very high | 650 | 3250 |
Ultimate | 1250 |
On normal production level and higher at list 50% of Food should be transported to allow production level growth
Construction
The Food plant has one of 8 possible layouts. New layouts are welcome :)
The Food plant has normal probability (4) to be built by map generator and very low probability (1) to be built during game play.
The Food plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 184. Construction conditions are represented in the table.
When built by the player during a game, the Food plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Food plant will pick up the colour randomly.
SE | Condition |
---|---|
Build on dry land | |
Build on flat land | |
Build > 1 tiles away from shore tile | |
Build < 25 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 Farm | |
Build > 31 tiles from a Fruit plantation | |
Build > 15 tiles from a Food plant |
Description of Location/Positioning Conditions
Features
The Food plant is covered with snow when located above snow line. The Food plant supports company colours.