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Factories

A factory is a real building#

A factory is built inside an industrial building you own: one of the real sheds, works and warehouses on the map. Buy one (click it, then buy), run it as a factory, and open Factories (F).

  • The roof lifts off, and the building's real floor plan becomes a grid of 1 m cells. A cell is usable when all of it is inside the building's walls, so an odd-shaped building has an odd-shaped floor.
  • Pieces (machines, stores, the substation) go on usable cells, without overlapping. Pick one, turn it, click where it goes on the plan; click a placed piece to set its recipe or take it out.
  • Pieces sell back at 50%. Selling the building sells them too, once its goods are trucked away.

Power#

Every building comes with power as part of its rent: 60 kW plus 0.1 kW per m² of footprint. Every piece counts its kW against that limit, and a piece that would go over it cannot be placed.

  • A substation (2 × 2 m, $40,000) raises the limit by 250 kW. Place as many as you need, if there is floor for them.

Machines and recipes#

A machine runs one recipe over and over:

  1. it takes a run's inputs from the building's stock,
  2. works the recipe's seconds (at 1x; a game day is 240 of them),
  3. and puts the outputs back when there is room.

With no room it waits, blocked; with no inputs, starved. The Factories panel shows each.

A machine costs $8,000 + $250 a kW. Its time adds $2 + $0.05 a kW, a second to the worth of what it makes, and every made good is worth its inputs plus that time plus 15%.

  • A water inlet draws a unit of water from the mains every 2 s, for $1.
  • Crates, racks, silos and tanks add room for goods on top of the 1 unit per m² of floor every building has.
  • Conveyors, arms and ports can be placed but are not simulated yet: the whole floor shares one stock.

See Machines for every machine and piece, and Recipes for every recipe.

Getting goods in and out#

A factory's stock is filled and emptied like any of your places:

  • goods move at once between your fields and factory buildings for $0.50 a unit (Factories panel);
  • from storage, and into storage to sell, they go by truck or train on a freight line (see Transport).

A factory with goods in it cannot be sold until they are trucked away.

Planning a chain#

Start from what sells and work back. Every product's page has its chain, from the land to the finished good, and Production chains has them all side by side.

  • Bread (Bread): grain to flour on a Mill, flour and water to dough on a Mixer, dough to bread in an Oven. Level 1 towns want it.
  • Planks (Planks) from logs on a Saw: simple, and the start of Furniture, Tools and watchtowers. Logs on a Mill make pulp, and pulp on a Press makes Paper.
  • Steel (Steel) from crushed iron ore and coal in a Furnace: the start of beams, tools, appliances and Cars.

Factories without a floor#

A factory building with no floor laid out still works the old way: it makes generic goods for shops and sends them by its own delivery trucks to shops you own; when its stock is full it sells the surplus wholesale. Those goods are not catalogue goods and no storage keeps them. Once you lay out a floor, it makes only what its machines make.