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gameworld:industries [2018/01/15 11:52]
127.0.0.1 external edit
gameworld:industries [2019/01/09 15:36]
tom [Industry information window]
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 The overview tab of the industry window shows which cargo items are consumed and produced. The overview tab of the industry window shows which cargo items are consumed and produced.
  
-The | symbol stands for "​or",​ so the requirements in the example on the left are two planks **or** ​ one steel to produce one tool. In addition, the factory will use two planks and one steel **or** ​ one steel and one plastic to produce a machine.+The | symbol stands for "​or",​ so the requirements in the example on the right are two planks **or** ​ one steel to produce one tool. In addition, the factory will use two planks and one steel **or** ​ one steel and one plastic to produce a machine.
  
-In the second example on the right one crude is used to produce one oil **or** ​ one fuel.+In the second example on the rightone crude is used to produce one oil **or** ​ one fuel.
  
 **Production/​Limit** **Production/​Limit**
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 Production shows the amount of produced cargo in the last 365 days. Production shows the amount of produced cargo in the last 365 days.
  
-Limit shows the maximum production per year. The maximum production per year is spread out over the hole year.+Limit shows the maximum production per year. The maximum production per year is spread out over the whole year.
  
 **Line usage** **Line usage**
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   * the target does not accept any more cargo   * the target does not accept any more cargo
-  * the line gets invalid+  * the line becomes ​invalid
   * any station along the way to the target is congested   * any station along the way to the target is congested
-  * the travel distance or cost to the target is too long or expensive+  * the travel distance ​is too long or the cost to the target is too expensive
  
 **Upgrade/​Downgrade** **Upgrade/​Downgrade**
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 When production is at maximum (production reaches limit) for several months in a row, an industry gets upgraded to a higher level up to four times and doubles it´s limit as well as increases it´s storage capacity. When production is at maximum (production reaches limit) for several months in a row, an industry gets upgraded to a higher level up to four times and doubles it´s limit as well as increases it´s storage capacity.
  
-Conversely, ​it gets downgraded if the production remains at low levels for several months in a row.+Conversely, ​industries get downgraded if the production remains at low levels for several months in a row.
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 The potential shows how much cargo could be ordered (for requirements) or shipped (for products) per year. The value is calculated based on the sum of production and free storage space of all suppliers respectively consumers. The potential shows how much cargo could be ordered (for requirements) or shipped (for products) per year. The value is calculated based on the sum of production and free storage space of all suppliers respectively consumers.
 +
 +If an industry has a higher production then its potential for shipping, the output storage will be used to buffer the overproduction until the storage is full. If the potential rises above the maximum production, the output storage will get emptied. ​
 +
 +**Frequency of shipping**
 +
 +Consequently,​ the lower value (maximum production or potential) determines the frequency of the shipping. For example, if the maximum production is 200 (per year) and the potential is 100 (per year), then 50 items will get shipped per year - approximately one every 3-4 days.
  
 **An example** **An example**
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 {{  :​gameworld:​potential_explained.jpg?​250}} {{  :​gameworld:​potential_explained.jpg?​250}}
  
-In the example below, two quarries feed the construction materials plant. The plant is currently producing 108 units per year and its input storage for stone is full. The quarries have a potential of 54 (half of 108) and will try to ship 54 units of stone per year, each to keep up with the construction materials ​plants ​demand. If the production at the plant changes, the potential of the quarries will change too (with a delay). An input storage at the plant which is not completely full will also result in a higher potential for the quarries. If the potential of the quarry raises above its yearly production, it will use stone stored in the output storage to keep up with the demand until it gets upgraded.+In the example below, two quarries feed the construction materials plant. The plant is currently producing 108 units per year and its input storage for stone is full. The quarries have a potential of 54 (half of 108) and will try to ship 54 units of stone per year, each to keep up with the construction materials ​plant'​s ​demand. If the production at the plant changes, the potential of the quarries will change too (with a delay). An input storage at the plant which is not completely full will also result in a higher potential for the quarries. If the potential of the quarry raises above its yearly production, it will use stone stored in the output storage to keep up with the demand until it gets upgraded.
  
 Please note, that this example is just for illustration. There would be no need to feed the plant with two quarries, as one quarry can keep up with a construction materials plants production. Please note, that this example is just for illustration. There would be no need to feed the plant with two quarries, as one quarry can keep up with a construction materials plants production.
gameworld/industries.txt · Last modified: 2019/03/19 10:18 (external edit)