Difference between revisions of "ECS Agricultural Vector. Fruit Plantation"

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'''''Fruit Plantation'''''
 
   
 
=Fruit Plantation=
 
=Fruit Plantation=
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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.
 
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
+
!Level!!Fertilizer
   
  +
|-
Very low|48
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|Very low||48
   
  +
|-
Low|96
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|Low||96
   
  +
|-
Normal|192
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|Normal||192
   
  +
|-
High|384
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|High||384
   
  +
|-
Very high|768
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|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.
 
  +
|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
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!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
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|25||24 jun||1||0||0||0||0||0||0||0
   
  +
|-
26|1 jul|2|1|0|0|0|0|0|0
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|26||1 jul||2||1||0||0||0||0||0||0
   
  +
|-
27|8 jul|4|2|1|1|0|0|0|0
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|27||8 jul||4||2||1||1||0||0||0||0
   
  +
|-
28|15 jul|8|4|2|2|1|0|0|0
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|28||15 jul||8||4||2||2||1||0||0||0
   
  +
|-
29|22 jul|13|8|5|4|2|1|1|0
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|29||22 jul||13||8||5||4||2||1||1||0
   
  +
|-
30|29 jul|15|12|10|7|3|2|2|1
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|30||29 jul||15||12||10||7||3||2||2||1
   
  +
|-
31|5 aug|15|16|13|10|5|3|3|2
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|31||5 aug||15||16||13||10||5||3||3||2
   
  +
|-
32|12 aug|13|16|14|12|9|5|4|3
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|32||12 aug||13||16||14||12||9||5||4||3
   
  +
|-
33|19 aug|8|12|14|13|12|8|6|5
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|33||19 aug||8||12||14||13||12||8||6||5
   
  +
|-
34|26 aug|2|8|13|13|15|13|9|7
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|34||26 aug||2||8||13||13||15||13||9||7
   
  +
|-
35|2 sep|0|2|8|11|16|15|12|10
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|35||2 sep||0||2||8||11||16||15||12||10
   
  +
|-
36|9 sep|0|0|1|7|13|15|15|13
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|36||9 sep||0||0||1||7||13||15||15||13
   
  +
|-
37|16 sep|0|0|0|1|4|13|16|15
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|37||16 sep||0||0||0||1||4||13||16||15
   
  +
|-
38|23 sep|0|0|0|0|1|5|11|14
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|38||23 sep||0||0||0||0||1||5||11||14
   
  +
|-
39|30 sep|0|0|0|0|0|1|2|9
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|39||30 sep||0||0||0||0||0||1||2||9
   
  +
|-
40|7 oct|0|0|0|0|0|0|0|2||
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|40||7 oct||0||0||0||0||0||0||0||2
  +
|}
   
 
==Production change==
 
==Production change==
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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.
 
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%)
+
!Level!!Fertilizer!!Fertilizer (50%)
   
  +
|-
Very low|163|81
+
|Very low||163||81
   
  +
|-
Low|241|120
+
|Low||241||120
   
  +
|-
Normal|394|197
+
|Normal||394||197
   
  +
|-
High|648|324
+
|High||648||324
   
  +
|-
Very high|1145|572
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|Very high||1145||572
   
  +
|-
Ultimate|2115|1057||
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|Ultimate||2115||1057
  +
|}
   
 
==Possible locations==
 
==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).
+
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).

Revision as of 10:00, 15 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).