Difference between revisions of "ECS Agricultural Vector. Textile Mill"
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=Textile Mill= |
=Textile Mill= |
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− | Drawn by |
+ | Drawn by qndythenorth, recoloured by George |
==General data== |
==General data== |
Revision as of 13:58, 26 December 2010
Textile Mill
Textile Mill
Drawn by qndythenorth, recoloured by George
General data
Textile mills process wool, fibre crops, dyes and produce goods. Textile mills can be build by player. Building cost is £609,232. Textile mills have 1 possible layout.
Textile mills 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). Production goes from cargo that is more stored with factors of 4 for wool and 14 for fibre crops. Dyes are a must cargo for production. The industry can't produce goods from wool or fibre crops without dyes and from dyes without wool or fibre crops unless dyes are undefined.
About 8 units of goods are produced in addition from internal resources of the industry on the lowest production level.
||Level|Cycles|Goods (wool)|Goods (fibre crops)|Wool|Fibre crops|Dyes (wool)|Dyes (fibre crops)
Very low|1|55|88|116|52|2|8
Low|2|110|176|232|104|4|16
Normal|4|220|352|463|207|8|32
High|9|495|792|1042|466|18|73
Very high|19|1045|1672|2200|984|39|153
Ultimate|41|2255|3608|4747|2122|83|331||
Production change
Changing production level is calculated by comparing the max of (min of wool * 1/4 and dyes * 57/4) and (min of fibre crops * 17/20 dyes * 32/5) 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 goods 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|36|215
Low|72|429
Normal|143|858
High|322|1931
Very high|679|4076
Ultimate|1466| ||
Stockpile size
The cargo acceptance is limited by a storage size. The storage for wool and fibre crops is same. Storage usage is calculated by calculating wool/4+fibre crops (tons). If the store is overflowed, the industry stops to accept cargos unless the storage is half-free. Than the industry starts to accept cargo again.
||Level|Wool / fibre crops|Wool / fibre crops (50%)|Dyes|Dyes (50%)
Very low|362|181|65|32
Low|725|362|129|65
Normal|1449|725|258|129
High|3261|1631|581|291
Very high|6885|3442|1227|614
Ultimate|14856|7428|2649|1324||
Possible locations
Textile mills should be build on the flat land, near towns (Rz0 > Ed > Rz1). They can't be build near other Textile mills, animal farms, farms, chemical plants.