Buildings and consumption

Creating and editing buildings and Commodities.
coruscate
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Joined: Wed Sep 24, 2008 1:10 pm

Buildings and consumption Unread post

Okay, so I did my best to do a basic, flat land set up test with industries so I could see how well the Lavender Farm, Vineyard and Casino work.

At first I thought, with regards to "transformations," i.e. one log, one lumber. Or in my attempts, one meat one person... transformations only occur if a business can sell the end product for a profit. But that may not be the case.

With consumption only businesses, looking at two bakeries and three casinos in one city, the further a business was away, the less the consumption rate was, no matter what. There was a bakery with a consumption level of .1 with 12.9 loads of grain in the terminal.

So how does this work exactly?
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JayEff
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Posts: 240
Joined: Sat Nov 11, 2006 8:51 pm
Location: Edmonton AB

Re: Buildings and consumption Unread post

Like any other building, a bakery will want cheap raw material. If it is far away from grain and sugar farms chances are the price is high at the point of consumption. Consumption (and in other buildings, production) goes down when the price of raw material goes up. Factories and mills increase production when there is a large price spread between raw and finished materials.

BTW, I maintain that in mapmaking, the designer must consider the balance of supply and demand through all the industry chains. Keep in mind that factories have the potential to double production, and houses have the potential to quadruple their demand. This will affect prices, production and profit, especially if the scenario is a long one.
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