10.4.10.1 Development Production

The Ministry of Development is responsible for overseeing the construction, maintenance and oversight of the city's resource production facilities. The information laid out here is for production as it relates to the Ministry of Development, refer to HELP PRODUCTION for how it works on an individual's level.


Facility Types
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Mill
- Processes trunks into wood commodities.
- Processes wheat into wheat grain commodities.

Tannery
- Processes hide into leather commodities.

Clothier
- Processes hemp into rope commodities
- Processes cotton into cloth commodities

Foundry
- Processes iron ore and lignite coal together into iron bar commodities.

Smeltery
- Processes gold ore and lignite coal together into gold bar commodities.
- Processes silver ore and lignite coal together into silver bar commodities.

Steelworks
- Processes iron ore and bituminous coal together into steel bar commodities.


Facility Levels
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Each facility has three separate levels, starting at level 1 upon construction and then it can later be upgraded to level 2, and level 3.

Increasing a facility's level will adjust the following:
Improves ratio of raw resources : processed commodity output.
Adds additional apprentice slots.
Increases the amount of upkeep the facility requires.


Construction costs
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Constructing and upgrading a production facility costs the city a significant amount of gold. Make sure that the Ministry of Development's budget has been assigned the appropriate amount of gold.

Costs are as follows, and apply to all facility types:
LEVEL 1:    5 million gold
LEVEL 2:  7.5 million gold
LEVEL 3:   10 million gold

Note that the Masonry research perk does not apply to production facility costs. Refer to HELP BUILDINGS for what that affects.


Apprentices
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You can hire apprentices at a facility to help out its main worker and work the queue alongside them.

The amount of apprentices you can hire at a single facility depends on the facility's level:
Level 1 - 0 apprentices
Level 2 - 1 apprentice
Level 3 - 3 apprentices

Each apprentice will allow a single parallel operation to be worked on in the queue alongside the main operation. Apprentice parallel operations are 50% slower than the main operation. This works 'smartly' in that the main full-speed operation will overtake an apprentice's half-speed operation when it has finished its current item.

Each apprentice will cost the city 1,000 gold each Howling - taken from the Ministry of Development's budget. This cost can be lowered if you have the perquisites research perk active.

Apprentices will quit if their wages cannot be paid, and will need to be rehired.

Upkeep costs
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Each facility will consume a certain amount of commodities from the city quartermaster each Howling, going towards upkeep and maintenance on the building. The amount of commodities required for upkeep depends on the facility and its level.

Tannery Level 1:      4 leather
Tannery Level 2:      5 leather, 3 rope
Tannery Level 3:      6 leather, 3 rope, 2 wood

Clothier Level 1:     4 rope
Clothier Level 2:     5 rope, 3 leather
Clothier Level 3:     6 rope, 3 leather, 2 wood

Lumber Mill Level 1:  2 wood
Lumber Mill Level 2:  2 wood, 2 rope, 2 leather
Lumber Mill Level 3:  3 wood, 3 rope, 3 leather

Foundry Level 1:      6 lignite coal
Foundry Level 2:      7 lignite coal, 2 iron bars
Foundry Level 3:      8 lignite coal, 3 iron bars

Smeltery Level 1:     6 lignite coal
Smeltery Level 2:     7 lignite coal, 2 silver bar
Smeltery Level 3:     8 lignite coal, 2 silver bar, 1 gold bar

Steelworks Level 1:   1 steel bar
Steelworks Level 2:   2 steel, 1 iron bar
Steelworks Level 3:   3 steel, 2 iron bars

These commodity costs will be lowered by -1 of each commodity required should your city have the appropriate research perk activated.

For health and safety reasons, if the city quartermaster does not have enough commodities at the Howling to cover this commodity upkeep, the production facility will immediately close.


Command overview
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CITY PRODUCTION LIST                                                       
Lists each production facility for the city you are standing in, or your city if you aren't standing within another city. Tells you their location and current status.

CITY PRODUCTION INFO
This can only be done while standing in the main room of a production facility. Shows an information breakdown on that facility - refer to HELP PRODUCTION for full details on this command. The Ministry of Development will see a little bit more information on this command for their own city's facilities, including the upkeep cost of the facility and the names of who each production order belongs to.

CITY PRODUCTION CONSTRUCT <facility>
Must be done from the city council room. Orders construction to begin on the specified facility and charges your city the appropriate construction costs. Construction takes a full 24 RL hours to complete, and you can only have one facility being built or upgraded at a time.

Your city must have the appropriate research knowledge unlocked and active to begin construction on a facility.

CITY PRODUCTION UPGRADE <facility>
Must be done from the city council room. Orders a facility to be upgraded to the next level and charges your city the appropriate construction costs. Upgrading takes a full 24 RL hours to complete, and you can only have one facility being built or upgraded at a time.

The production facility will halt processing while it is being upgraded and will resume again automatically upon completion. The queue will remain untouched, but people will not be able to enter any new resources into the facility's queue during the upgrade period.

Your city must have the appropriate research knowledge unlocked and active to upgrade a facility.

CITY PRODUCTION CLOSE
This can only be done while standing in the main room of a production facility. Immediately closes the production facility, halting any further processing. Anything in the production queue will be sent back to the warehouse, and new orders can not be entered into its queue while it is closed. A production facility that has been closed will not cost the city any upkeep or apprentice wages.

CITY PRODUCTION OPEN
This can only be done while standing in the main room of a production facility. At a 10,000 gold cost to the city, this will reopen the facility. Reopening the facility will take a full 24 RL hours to complete, and resources cannot be entered into its queue until after it is fully opened.

CITY PRODUCTION TAX [COTTON|HEMP] CITIZENS <gold>
This can only be done while standing in the main room of a production facility. This will set the fee per raw resource your city's citizens will be charged for completing a single operation at this production facility.

CITY PRODUCTION TAX [COTTON|HEMP] NONCITIZENS <gold>
This can only be done while standing in the main room of a production facility. This will set the fee per raw resource that everybody not of your city will be charged for completing a single operation at this production facility.

CITY PRODUCTION HIRE APPRENTICE
This can only be done while standing in the main room of a production facility. This will cost Development's budget 1,000 gold and hire an apprentice for the facility, if it has an open slot for one.

CITY PRODUCTION DISMISS APPRENTICE
This can only be done while standing in the main room of a production facility. Instantly dismiss an apprentice from the facility.