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

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Valid for ECS 1.1
 
Valid for ECS 1.1
   
  +
==General data==
=Animal Farm=
 
   
 
Drawn by George, animals graphics by andythenorth, FooBar
 
Drawn by George, animals graphics by andythenorth, FooBar
   
  +
[[File:Ecs_animalfarm.png]] [[File:Ecs_animalfarm-snowed.png]]
==General data==
 
  +
  +
The Animal farm is the part of the [[ECS Agricultural Vector]].
  +
  +
==Cargoes==
  +
  +
===Accepting===
  +
  +
The Animal farm accepts Fish, Cereals and Fibre crops.
  +
  +
Note: One of the Animal farm layouts (with chicken farm graphics) does not accept Fibre crops.
  +
  +
The Animal farm does not accept any cargo during first 93 days of life if built in game.
  +
  +
'''<span style="color:#FF0000; font-weight: bold' ">The Animal farm does not accept any cargo if it is in town zone 0.</span>'''
  +
  +
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the overflowing 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
  +
|}
  +
  +
===Production===
  +
  +
The Animal farm produces Livestock and Wool.
  +
  +
The Animal farm does not produce any cargo during first 93 days of life if built in game.
  +
  +
The Animal farm uses 6 production levels.
   
  +
The Animal farm 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.
Animal farms process fish, cereals and fibre crops and produce livestock and wool. Animal farms can be build by player. Building cost is &pound;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.
+
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.
 
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.
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{|
 
{|
 
!Level!!Livestock (items)!!Wool (items)!!Fish!!Cereals!!Fiber crops
 
!Level!!Livestock (items)!!Wool (items)!!Fish!!Cereals!!Fiber crops
 
 
|-
 
|-
 
|Very low||50||102||91||81||71
 
|Very low||50||102||91||81||71
 
 
|-
 
|-
 
|Low||95||195||174||153||136
 
|Low||95||195||174||153||136
 
 
|-
 
|-
 
|Normal||181||370||330||291||258
 
|Normal||181||370||330||291||258
 
 
|-
 
|-
 
|High||343||702||627||553||490
 
|High||343||702||627||553||490
 
 
|-
 
|-
 
|Very high||652||1334||1192||1051||931
 
|Very high||652||1334||1192||1051||931
 
 
|-
 
|-
 
|Ultimate||1238||2535||2265||1997||1769
 
|Ultimate||1238||2535||2265||1997||1769
 
|}
 
|}
   
==Production change==
+
===Production change===
   
  +
Production change happens on the 1-st day of every month.
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 Animal farm does not change production level during first 93 days of life if built in game.
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.
 
   
  +
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:
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.
 
  +
*last one on the map
  +
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  +
*transportation level > 75%
  +
  +
Protection can be changed with a parameter of [[ECS Agricultural Vector]] to the following protection conditions:
  +
*last one on the map
  +
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  +
*transportation level > 1%
  +
*Animal farm was built by the player during game play
  +
  +
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 less than +25% of the previous level, it is decreased.
  +
  +
The industry can increase production level by one or two, and decrease it to any level.
   
 
{|
 
{|
 
!Level!! -25% !!Heads!! +25%
 
!Level!! -25% !!Heads!! +25%
 
 
|-
 
|-
 
|Very low||1280||1707||2134
 
|Very low||1280||1707||2134
 
 
|-
 
|-
 
|Low||2432||3243||4054
 
|Low||2432||3243||4054
 
 
|-
 
|-
 
|Normal||4620||6160||7700
 
|Normal||4620||6160||7700
 
 
|-
 
|-
 
|High||8778||11704||14630
 
|High||8778||11704||14630
 
 
|-
 
|-
 
|Very high||16679||22238||27798
 
|Very high||16679||22238||27798
 
 
|-
 
|-
 
|Ultimate||31689||42252||52815
 
|Ultimate||31689||42252||52815
 
|}
 
|}
  +
On normal production level and higher at list 50% of cargo should be transported to allow production level growth
   
  +
'''<span style="color:#FF0000; font-weight: bold' ">Attention!</span>''' If the industry is inside a town zone '''<span style="color:#FF0000; font-weight: bold' ">???</span>''', it always generates a "decrease production" event.
==Stockpile size==
 
   
  +
==Construction==
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.
 
   
  +
The Animal farm has one of 3 possible layouts. New layouts are welcome (:biggrin:)
{|
 
!Level!!Fish!!Cereals!!Fiber crops
 
   
  +
The Animal farm has high probability (7) to be built by map generator and low probability (2) to be built during game play.
|-
 
|Very low||173||293||510
 
   
  +
The Animal farm can be built by a player both in a game and in the scenario editor. Construction cost factor is 104. Construction conditions are represented in the table.
|-
 
|Low||328||556||969
 
   
  +
{|
  +
!SE!!Condition
 
|-
 
|-
  +
|<center>+</center>||Build on dry land
|Normal||623||1056||1841
 
 
 
|-
 
|-
  +
|<center>+</center>||Build > 1 tiles away from shore tile
|High||1183||2006||3498
 
 
 
|-
 
|-
  +
|<center>+</center>||Build < 25 tiles away from shore tile
|Very high||2248||3812||6646
 
 
 
|-
 
|-
  +
|<center>+</center>||Build > 3 tiles away from desert tile
|Ultimate||4271||7243||12628
 
  +
|-
  +
|<center>&ndash;</center>||Build at least 1 tile away from Tz0
  +
|-
  +
|<center>&ndash;</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Farm| Farm]]
  +
|-
  +
|<center>&ndash;</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Fishing grounds| Fishing grounds]]
  +
|-
  +
|<center>&ndash;</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Tinning Factory| Tinning factory]]
  +
|-
  +
|<center>&ndash;</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Textile Mill| Textile mill]]
  +
|-
  +
|<center>&ndash;</center>||Build > 15 tiles from an Animal farm
 
|}
 
|}
  +
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
  +
  +
==Features==
   
  +
The Animal farm is covered with snow when located above snow line.
==Possible locations==
 
   
  +
The Animal farm can be build on sloped land.
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.
 

Revision as of 17:50, 26 June 2011

<< ECS Agricultural Vector. Fruit Plantation ECS Agricultural Vector ECS Agricultural Vector. Tinning Factory >>

Valid for ECS 1.1

General data

Drawn by George, animals graphics by andythenorth, FooBar

Ecs animalfarm.png Ecs animalfarm-snowed.png

The Animal farm is the part of the ECS Agricultural Vector.

Cargoes

Accepting

The Animal farm accepts Fish, Cereals and Fibre crops.

Note: One of the Animal farm layouts (with chicken farm graphics) does not accept Fibre crops.

The Animal farm does not accept any cargo during first 93 days of life if built in game.

The Animal farm does not accept any cargo if it is in town zone 0.

Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the overflowing 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

Production

The Animal farm produces Livestock and Wool.

The Animal farm does not produce any cargo during first 93 days of life if built in game.

The Animal farm uses 6 production levels.

The Animal farm 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

Production change happens on the 1-st day of every month.

The Animal farm does not change production level during first 93 days of life if built in game.

On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:

  • last one on the map
  • younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  • transportation level > 75%

Protection can be changed with a parameter of ECS Agricultural Vector to the following protection conditions:

  • last one on the map
  • younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  • transportation level > 1%
  • Animal farm was built by the player during game play

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 less than +25% of the previous level, it is decreased.

The industry can increase production level by one or two, and decrease it to any level.

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

On normal production level and higher at list 50% of cargo should be transported to allow production level growth

Attention! If the industry is inside a town zone ???, it always generates a "decrease production" event.

Construction

The Animal farm has one of 3 possible layouts. New layouts are welcome (:biggrin:)

The Animal farm has high probability (7) to be built by map generator and low probability (2) to be built during game play.

The Animal farm can be built by a player both in a game and in the scenario editor. Construction cost factor is 104. Construction conditions are represented in the table.

SE Condition
+
Build on dry land
+
Build > 1 tiles away from shore tile
+
Build < 25 tiles away from shore tile
+
Build > 3 tiles away from desert tile
Build at least 1 tile away from Tz0
Build > 31 tiles from a Farm
Build > 31 tiles from a Fishing grounds
Build > 31 tiles from a Tinning factory
Build > 31 tiles from a Textile mill
Build > 15 tiles from an Animal farm

Description of Location/Positioning Conditions

Features

The Animal farm is covered with snow when located above snow line.

The Animal farm can be build on sloped land.