Difference between revisions of "Cargo Depot (2)"

From Captain of Industry Wiki
Jump to: navigation, search
m
m
Line 15: Line 15:
| Cargo        = {{infoicon|Diesel}}
| Cargo        = {{infoicon|Diesel}}
| Storage      = 128
| Storage      = 128
| Footprint    = 25x2 (on land)<br/>plus 25x9 on land ''or'' over ocean<br/>plus 45x12* over ocean
| Footprint    = 25x2 (on land)<br/>plus 25x9 on land<br/>''or'' over ocean<br/>plus 45x12* over ocean
| Research      = Cargo Depot
| Research      = Cargo Depot
| Designation  = Cargo Docks
| Designation  = Cargo Docks

Revision as of 11:49, 1 July 2022

Cargo Docks.png
Cargo Depot (2)
T1
Cargo Depot (2).png
Once built, a repaired Cargo Ship can dock here and transfer its cargo via attached Cargo Depot modules.
Construction
Construction Parts II.png
40
+
Concrete Slab.png
100
WorkersNone
ElectricityNone
MaintenanceNone
Footprint25x2 (on land)
plus 25x9 on land
or over ocean
plus 45x12* over ocean
Cargo Diesel
Storage128
Required ResearchCargo Depot
DesignationCargo Docks Cargo Docks.png
VariantsCargo Depot (4)
Cargo Depot (6)
Cargo Depot (8)

The Cargo Depot (2) is a small auxiliary dock which allows for a Cargo Ship to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two (2) Cargo Depot modules, a 128 unit Diesel tank for refueling Cargo Ships, and an accompanying Pipe connection to replenish itself.

In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one Unit Module (S), Unit Module (S), or Fluid Module (S). While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the Cargo Depot II research which also unlocks the Cargo Depot (4) with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon.

Module selection

Module selection should reflect the type of cargo available at a repaired outpost staffed by Workers. Suitable pairings include:

Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.

Configuration of modules

After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the Stored Product section.

As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable.

Cargo Depot spacing and placement

Upon first glance, the Cargo Depot (2) may appear to require an abundance of unoccupied space on either side laterally. However, this is to reserve space so that the Cargo Depot (2) can be directly upgraded to the Cargo Depot (4) without needing to demolish and rebuild them further apart later.

Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic dumping of excess materials, such as Slag or Rock to create a straighter and more level shoreline.

To prevent blockage (assuming they are placed along a parallel shoreline) a minimum of 50 tiles of space is required between the structural part of the depots. For Cargo Depot (2) this includes the invisible footprint reserved for the extra space Cargo Depot (4) takes up.

See also