Coldweld / The Infinite Diaspora / Reference shelf

Production plant condition

A production plant is the mills of a station. Its condition is how close it runs to its specification, which falls when the yard lacks spare parts and when a raid or a siege damages it.

9 numbers, 0 with an outside source

  • A0 numbers at grade A
  • B0 numbers at grade B
  • C0 numbers at grade C
  • D0 numbers at grade D
  • E9 numbers at grade E

Functionality

Values

9 numbers: 9 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for production plant condition
Quantity Value Grade Source Why this value
Lowest condition a production plant falls to0.7 fraction of specificationEAuthoredNo source recordedSized so that the vital surplus (1.5) times the floor (0.7) is 1.05: a world of plants at the floor still feeds itself.
Days over which a yard's spare-part cover is read30 daysEAuthoredNo source recordedChosen so that a dry day is not neglect and a dry month is.
Spare-part cover at which a plant keeps its specification0.95 fraction of coverEAuthoredDesign notes: plantconditionSet just under what the median berth holds. Measured over 6 worlds and 1,000 days, the median berth's month of cover read 0.925 to 0.999, and wear below that put 22 of 33 plants under 90 percent on one world.
Condition points lost per point of cover under specification1.5 points per pointEAuthoredNo source recordedChosen so that the condition floor comes at a cover of 75 percent.
Days a plant takes to close each fraction of the gap to its target condition60 daysEAuthoredNo source recordedAuthored: a plant closes 1/60 of the gap to its target in a day.
Days to settle when a captain pays for the parts5 daysEAuthoredNo source recordedChosen so that a plant goes from floor to specification in about 15 days, one median hop.
Condition a raid takes from a plant per share of the stock carried off0.2 fraction per loot shareEAuthoredNo source recordedChosen so that a breach damages the plant in proportion to how much the raiders took.
Condition a siege takes from a plant per day0.0015 fraction per dayEAuthoredNo source recordedChosen so that the longest siege costs the cap. A siege is assessed when it ends.
Most condition a siege can take from a plant0.25 fractionEAuthoredNo source recordedThe cap of the siege hit.

Real-world basis

4 points
  • A yard that holds enough of its spare parts keeps its production plant at specification.
  • Each point of cover under specification costs 1.5 points of condition, down to a floor.
  • A plant closes a fixed share of the gap to its target each day, and a paying captain closes it faster.
  • A raid damages a plant in proportion to the loot, and a siege is assessed when it ends.

Game and reality differences

1 point
  • The news names a fall past two bands (0.9 and 0.8) once, and the return past 0.95 once. Those thresholds are news timing and are excluded from the shelf.

Source absences

1 point
  1. No source on the shelf provides values for the following:
    1. Wear rate of a production plant that lacks parts. Every value is authored.

Sources

1 document
  • Design notes: plantcondition: The game's own measurement of how much cover the median berth holds over 6 worlds and 1,000 days. (all uses)