Difference between revisions of "ECS Agricultural Vector. Food Plant"
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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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+ | Valid for ECS 1.1 |
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=Food Plant= |
=Food Plant= |
Revision as of 13:09, 22 June 2011
<< ECS Agricultural Vector. Brewery | ECS Agricultural Vector | ECS Agricultural Vector. Textile Mill >> |
Valid for ECS 1.1
Food Plant
Drawn by George, inspired with brewery by some unknown Czech artist (let me know if you know him)
General data
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.
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.
About 16 units of food are produced in addition from internal resources of the industry on the lowest production level.
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
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.
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 | 50 | 250 |
Low | 100 | 500 |
Normal | 200 | 1000 |
High | 350 | 1750 |
Very high | 650 | 3250 |
Ultimate | 1250 |
Stockpile size
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.
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 |
Possible locations
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.