Manufacture
Commodities
are acquired from the environment or manufactured using other
commodities.
Commodity production starts with
the environment. Logs and stone are
acquired readily from the environment using labor alone. Mines produce
stone and other rock-borne commodities. Logging camps produce logs.
Environmental
commodities are not limited in quantity. A mine that produces ore never
runs out of ore and oil wells never run dry; the supply is limitless
within the span of time represented by the game. Similarly, logging
camps
manage their renewable tree resources so they never run out of
trees.
Farms and orchards produce many
different agricultural resources from
plants and animals, such as fruit, grain, eggs,
cheese, vegetables, plant fiber, and live riding animals. The Animals section discusses the details of
live
animal production by farms; orchards do not produce animals or animal
byproducts. Agricultural production is performed just like
manufacturing.
Commodities that cannot
be acquired directly from the environment must be manufactured. A
commodity is manufactured by combining labor with one or more other
commodities. For example, textiles can be manufactured from plant
fiber; flags are manufactured using textiles. Some processes combine
many commodities. An electronic part requires four different
components and a special tool.
When a building can manufacture
commodities, the Labor (F9) window
shows manufacturing controls for the processes it can run. Not all
building can manufacture commodities. The number of manufacturing
consoles is based on the number of levels of the building. A four-level
electronics factory will display four manufacturing consoles, each of
which can be configured independently of the others. Therefore, a
four-level factory can produce four commodities simultaneously. The
figure at the right shows a typical manufacturing console.
- A combo box shows the icon representation of the commodity that
is
produced and the name of the process. Most
industries can run more than one process. Sometimes different processes
are available to produce the same commodity. For example, a farm may
grow crops using water from the environment or irrigate using purified
water instead.
- Far right is a list of commodities that affect the process but
that are not directly consumed by the
process; this example shows that a soldering iron and electricity are
required and a computer increases the quantity produced by the circuit
board process.
The soldering iron and computer are not consumed but either one could
wear out as a result of using it to run the process, thus reducing the
city's inventory by one.
- The list in the center shows the materials that are consumed to
manufacture
the commodity. No materials are listed when manufacturing a
commodity that requires only labor, such as mining stone.
- Press the Fetch button to acquire commodities from the city's inventory. When commodities are fetched
the amount of labor needed is increased. The quality of the commodities
available determines the failure rate when fetched. For example, when
20 units of metal are needed the Fetch button attempts to acquire all
20 units. The number of failures is determined based on the quality of
the commodity. Those that fail are lost; the net
result appears on the console.
- An icon shows the status of the process: Ready, Running, or Not
Ready. The estimated time
required is displayed in minutes and seconds.
- Press the Run button once to run the process one time. The
estimated time remaining indicator will update in real
time as the process runs.
- Right of the status icon is shown the quality and quantity
of the commodity that was produced when the process was last run. The
figure shows three electronic parts of quality 134 were produced by the
last run of the circuit board process.
- Turn off the "Employ Citizen" check box to prevents the citizens
of the
town from working this job.
Manufactured commodities are
added directly to the city's inventory.
Electricity is added to the city's power reserve. Vehicles and
spacecraft spawn in the environment.
The city's inventory has limited
storage space. A process will not run
if there is no room in the city's inventory for its output. Similarly,
electrical power production must store the electricity it produces in
the power
reserve. A power production process cannot be run if there is no room
in the city's power reserve.
Vehicles, ships and spacecraft
are not stored in the city's inventory.
Instead this equipment spawns into the game universe as tangible
objects. There must be room for this to happen. An object cannot spawn
if there is no room. The test for space is usually the mere presense of
other large objects in the terrain tile used for spawning. When an
object cannot spawn, the manufacturing process waits until there is
room.
Space stations and large
spacecraft spawn in space. A space
station only spawns if there are no other friendly space stations in
orbit around the planet, excluding space stations orbiting moons of the
planet. Large spacecraft spawn in orbit near a friendly space
station. At most, eight new
space ships may be present next to a space station; no more ships may
spawn until there is room.