Difference between revisions of "ECS Agricultural Vector. Animal Farm"

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=Animal Farm=
 
=Animal Farm=
   
Drawn by George and Sanchimaru (Farmers house)
+
Drawn by George
   
 
==General data==
 
==General data==

Revision as of 13:51, 26 December 2010

Animal Farm

Animal Farm

Drawn by George

General data

Animal farms process fish, grain and fibre crops and produce livestock and wool. Animal farms can be build by player. Building cost is £304,616. Animal farms have 3 possible layouts.

Animal farms' production is calculated according to the production level and amount of animals and based on values in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed). The production in the table is calculated with assumption that amount of animals is equal to value in the table. In fact this amount changes every cycle. The amount of produced livestock is subtracted from amount of animals, new animals appear with a factor of 555/553. If there is not enough fodder to feed the animals, the additional amount of livestock is produced (and the total amount of animals is reduced). If there is too much fodder (any fodder storage overflow), the amount of animals is increased by 33% of this fodder.

Processing of fodder goes as % of number of animals. Values for calculating fodder from cargos are represented in the table (according to the specified amount of animals). The most stored cargo (counted as % of storage) is processed first. Additionally, when the animal farm is not covered with snow, animals and farmers gather fibre crops themselves. Amount of fibre crops, gathered by animals is calculated as % of number of animals. Amount of fibre crops, gathered by farmers, is fixed and represented in the table. 5802 animals exist on the farm from the beginning.

The table is calculated for the number of heads from the second table

||Level|Livestock (items)|Wool (items)|Fish|Cereals|Fiber crops

Very low|50|102|91|81|71

Low|95|195|174|153|136

Normal|181|370|330|291|258

High|343|702|627|553|490

Very high|652|1334|1192|1051|931

Ultimate|1238|2535|2265|1997|1769||

Production change

Changing production level is calculated by comparing the number of animals with the value, represented in the table. If it is more than -25% from the next level, it is increased. If it is lass than +25% of the previous level, it is decreased.

The industry can rise production level by one or two, and drop it to any level. Increasing production on normal and higher production levels also requires at least 50% of any cargo being transported.

When industry has a very low production level and do not have enough cargo waiting, it tests close down conditions. Industries in service have a close down chance reduced by 50%. Newly build industries can be closed only if they are at least 2 year old. Industries, build by random map generator or map editor, can be closed only if they are at least 5 year old age. A close down chance is 6%, 8% chance for increasing production.

||Level| -25% |Heads| +25%

Very low|1280|1707|2134

Low|2432|3243|4054

Normal|4620|6160|7700

High|8778|11704|14630

Very high|16679|22238|27798

Ultimate|31689|42252|52815||

Stockpile size

The cargo acceptance is limited by a storage size. If the industry receives more cargo, than it can store, the cargo is accepted and immediately removed from the store into nowhere.

||Level|Fish|Cereals|Fiber crops

Very low|173|293|510

Low|328|556|969

Normal|623|1056|1841

High|1183|2006|3498

Very high|2248|3812|6646

Ultimate|4271|7243|12628||

Possible locations

Animal farms should be build on the flat land near water (0 - 24). They can't be build near other animal farms, farms, fishing grounds, tinning factories and textile mills.