ECS Agricultural Vector. Animal Farm

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Valid for ECS 1.1

Animal Farm

Drawn by George, animals graphics by andythenorth, FooBar

General data

Animal farms process fish, cereals 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.