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.
| Quantity | Value | Grade | Source | Why this value |
|---|---|---|---|---|
| Lowest condition a production plant falls to | 0.7 fraction of specification | EAuthored | No source recorded | Sized 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 read | 30 days | EAuthored | No source recorded | Chosen so that a dry day is not neglect and a dry month is. |
| Spare-part cover at which a plant keeps its specification | 0.95 fraction of cover | EAuthored | Design notes: plantcondition | Set 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 specification | 1.5 points per point | EAuthored | No source recorded | Chosen 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 condition | 60 days | EAuthored | No source recorded | Authored: a plant closes 1/60 of the gap to its target in a day. |
| Days to settle when a captain pays for the parts | 5 days | EAuthored | No source recorded | Chosen 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 off | 0.2 fraction per loot share | EAuthored | No source recorded | Chosen so that a breach damages the plant in proportion to how much the raiders took. |
| Condition a siege takes from a plant per day | 0.0015 fraction per day | EAuthored | No source recorded | Chosen so that the longest siege costs the cap. A siege is assessed when it ends. |
| Most condition a siege can take from a plant | 0.25 fraction | EAuthored | No source recorded | The 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
- No source on the shelf provides values for the following:
- 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)