Difference between revisions of "ECS Agricultural Vector. Fruit Plantation"
m (moved ECSAVFruitPlantation to Fruit Plantation: Right article name instead of page name from old wiki) |
m (moved Fruit Plantation to ECS Agricultural Vector. Fruit Plantation: Added ECS Vectors prefix) |
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Revision as of 18:38, 16 June 2011
Fruit Plantation
Drawn by Wile E. Coyote and MHz
General data
Fruit plantations produce fruit and oil seeds. Fruit plantations can't be build by player. Fruit plantations have 5 possible layouts.
Fruit plantations production depends on the following factors: fertilizer waiting, snow line and random view of its' tiles. If the fruit plantation does not have enough fertilizer waiting (amount of waiting fertilizer is less than value represented in the table), it runs only every six production cycle of 32 in a row.
Level | Fertilizer |
---|---|
Very low | 48 |
Low | 96 |
Normal | 192 |
High | 384 |
Very high | 768 |
Ultimate | 1536 |
If the snow covers the industry tile, it has no production. Every tile may have one of the 8 random views, that defines its production. Production of the tile depending on the current week of the year is represented in the table. The industry skips every second production cycle (if it has enough waiting fertilizer). In october fruit plantations process fertilizer. The amount of processed fertilizer is 16 tones on the lowest production level and doubles on every level above it that is 512 tones on the highest production level.
Week | Day | Early 1 | Early 2 | Early 3 | Normal 1 | Normal 2 | Late 1 | Late 2 | Late 3 |
---|---|---|---|---|---|---|---|---|---|
25 | 24 jun | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
26 | 1 jul | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
27 | 8 jul | 4 | 2 | 1 | 1 | 0 | 0 | 0 | 0 |
28 | 15 jul | 8 | 4 | 2 | 2 | 1 | 0 | 0 | 0 |
29 | 22 jul | 13 | 8 | 5 | 4 | 2 | 1 | 1 | 0 |
30 | 29 jul | 15 | 12 | 10 | 7 | 3 | 2 | 2 | 1 |
31 | 5 aug | 15 | 16 | 13 | 10 | 5 | 3 | 3 | 2 |
32 | 12 aug | 13 | 16 | 14 | 12 | 9 | 5 | 4 | 3 |
33 | 19 aug | 8 | 12 | 14 | 13 | 12 | 8 | 6 | 5 |
34 | 26 aug | 2 | 8 | 13 | 13 | 15 | 13 | 9 | 7 |
35 | 2 sep | 0 | 2 | 8 | 11 | 16 | 15 | 12 | 10 |
36 | 9 sep | 0 | 0 | 1 | 7 | 13 | 15 | 15 | 13 |
37 | 16 sep | 0 | 0 | 0 | 1 | 4 | 13 | 16 | 15 |
38 | 23 sep | 0 | 0 | 0 | 0 | 1 | 5 | 11 | 14 |
39 | 30 sep | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 9 |
40 | 7 oct | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
Production change
Changing production level depends on amount of cargo transported. If less than 60% transported in august, production is halved. If more than 60% transported in september, production is doubled. If more than 80% transported in september, production increases twice. There is also a 6% chance to skip increase production event.
When industry has a very low production level, it tests close down conditions. Industries in service have a close down chance reduced by 50%. Industries can be closed only if they are at least 4 year old. A close down chance is 6% and increasing production chance is 25%.
Attention! If the industry is inside the city, it always generates decrease production event.
Stockpile size
The cargo acceptance is limited by a storage size. If the store is overflowed, the industry stops to accept cargo unless the storage is half-free. Than the industry starts to accept cargo again.
Level | Fertilizer | Fertilizer (50%) |
---|---|---|
Very low | 163 | 81 |
Low | 241 | 120 |
Normal | 394 | 197 |
High | 648 | 324 |
Very high | 1145 | 572 |
Ultimate | 2115 | 1057 |
Possible locations
Fruit plantations can be build on sloped land near water (0 - 16). They can't be build near other fruit plantations, breweries, food plants, refineries or near towns (Ed > Rz0).