Difference between revisions of "ECS Agricultural Vector. Fishing grounds"

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Valid for ECS 1.1
 
Valid for ECS 1.1
   
  +
==General data==
=Fishing grounds=
 
   
 
Drawn by George, inspired by fishing boat "Pulkovo Meridian" by Michael Platov
 
Drawn by George, inspired by fishing boat "Pulkovo Meridian" by Michael Platov
   
  +
[[File:Ecs_fishinggrounds.png]]
==General data==
 
   
  +
The Fishing grounds is the part of the [[ECS Agricultural Vector]].
Fishing grounds produce fish. Fishing grounds can't be build by the player. Fishing grounds should be build on flat water. They can't be built near other fishing grounds, tinning factories, or animal farms. Fishing grounds have 1 possible layout.
 
   
  +
==Cargoes==
  +
  +
===Accepting===
  +
[[File:Ecs_fishinggrounds-capacity.png|||right|Capacity]]
  +
  +
The Fishing grounds processes Passengers.
  +
  +
The Fishing grounds does not accept any cargo during first 93 days of life if built in game.
  +
  +
Cargo acceptance is limited by capacity of the Fishing grounds, Passengers above capacity are rejected.
  +
  +
{|
  +
!Level!!Passengers!!Passengers (reduced)
  +
|-
  +
|Very low||'''<span style="color:#FF0000; font-weight: bold' ">128</span>'''||'''<span style="color:#FF0000; font-weight: bold' ">112</span>'''
  +
|-
  +
|Low||'''<span style="color:#FF0000; font-weight: bold' ">144</span>'''||'''<span style="color:#FF0000; font-weight: bold' ">128</span>'''
  +
|-
  +
|Normal||'''<span style="color:#FF0000; font-weight: bold' ">160</span>'''||'''<span style="color:#FF0000; font-weight: bold' ">144</span>'''
  +
|-
  +
|High||'''<span style="color:#FF0000; font-weight: bold' ">176</span>'''||'''<span style="color:#FF0000; font-weight: bold' ">160</span>'''
  +
|-
  +
|Very high||'''<span style="color:#FF0000; font-weight: bold' ">192</span>'''||'''<span style="color:#FF0000; font-weight: bold' ">176</span>'''
  +
|-
  +
|Ultimate||'''<span style="color:#FF0000; font-weight: bold' ">208</span>'''||'''<span style="color:#FF0000; font-weight: bold' ">192</span>'''
  +
|}
 
Passengers are processed every 8-th production cycle (usually once a month). The first team leaves the fishing grounds, providing free place for a new team.
 
Passengers are processed every 8-th production cycle (usually once a month). The first team leaves the fishing grounds, providing free place for a new team.
   
  +
===Production===
Fishing grounds production depends on the following factors: the current week and a random factor. The week factor defines the base and the random factor selects production for this base.
 
  +
  +
The Fishing grounds produces Fish.
  +
  +
The Fishing grounds does not produce any cargo during first 93 days of life if built in game.
  +
  +
The Fishing grounds uses 124 production levels, represented in % from 3% to 100%.
  +
  +
To calculate a month production values should be summarized for all the cycles of the month (usually 8 or 9). The following calculations are given for one production cycle.
  +
  +
Amount of Fish produced during one cycle depends on the following factors: amount of Passengers on board, the current week and a random factor.
  +
  +
If less than 48 Passengers are waiting, amount of Fish produced is halved, while if more than 96 are waiting, amount of Fish is increased by 50%.
  +
  +
The week factor defines the base and the random factor selects production for this base.
   
 
The table below represents the maximum and minimum possible values, and also the average value.
 
The table below represents the maximum and minimum possible values, and also the average value.
   
 
{|
 
{|
!Base Level!! !!3 (High)!! !! !!2 (Normal)!! !! !!1 (Low)!!
+
!rowspan="2"|Base Level!!colspan="3"|3 (High)!!colspan="3"|2 (Normal)!!colspan="3"|1 (Low)
 
 
|-
 
|-
|||Max. prod.||Avr. prod.||Min. prod.||Max. prod.||Avr. prod.||Min. prod.||Max. prod.||Avr. prod.||Min. prod.
+
|Max. prod.||Avr. prod.||Min. prod.||Max. prod.||Avr. prod.||Min. prod.||Max. prod.||Avr. prod.||Min. prod.
 
 
|-
 
|-
 
|Very low||96||80||64||96||64||32||64||48||32
 
|Very low||96||80||64||96||64||32||64||48||32
 
 
|-
 
|-
 
|Low||182||152||122||182||122||61||122||91||61
 
|Low||182||152||122||182||122||61||122||91||61
 
 
|-
 
|-
 
|Normal||347||289||231||347||231||116||231||173||116
 
|Normal||347||289||231||347||231||116||231||173||116
 
 
|-
 
|-
 
|High||658||549||439||658||439||219||439||329||219
 
|High||658||549||439||658||439||219||439||329||219
 
 
|-
 
|-
 
|Very high||1251||1043||834||1251||834||417||834||626||417
 
|Very high||1251||1043||834||1251||834||417||834||626||417
 
 
|-
 
|-
 
|Ultimate||2377||1981||1585||2377||1585||792||1585||1189||792
 
|Ultimate||2377||1981||1585||2377||1585||792||1585||1189||792
  +
|}
|}If less than 48 passengers are waiting, amount of fish produced is halved, while if more than 96 are waiting, amount of fish is increased by 50%.
 
   
Fishing grounds are most productive in spring and autumn, and least productive in summer and winter, and shown by the table below:
+
The Fishing grounds are most productive in spring and autumn, and least productive in summer and winter. Base dependence from week number shown in the table
   
 
{|
 
{|
 
!Week number!!Date!!Base
 
!Week number!!Date!!Base
 
 
|-
 
|-
 
|0||1 jan||1
 
|0||1 jan||1
 
 
|-
 
|-
 
|9||4 mar||2
 
|9||4 mar||2
 
 
|-
 
|-
 
|13||1 apr||3
 
|13||1 apr||3
 
 
|-
 
|-
 
|17||28 apr||2
 
|17||28 apr||2
 
 
|-
 
|-
 
|26||1 jul||1
 
|26||1 jul||1
 
 
|-
 
|-
 
|35||3 sep||2
 
|35||3 sep||2
 
 
|-
 
|-
 
|39||30 sep||3
 
|39||30 sep||3
 
 
|-
 
|-
 
|43||28 oct||2
 
|43||28 oct||2
 
 
|-
 
|-
 
|52||31 dec||1
 
|52||31 dec||1
 
|}
 
|}
  +
[[File:Ecs_fishinggroundsfish.png]]
   
==Production change==
+
===Production change===
  +
  +
Production change happens on the 1-st day of every '''<span style="color:#FF0000; font-weight: bold' ">14th</span>''' month.
  +
  +
The Fishing grounds 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 10 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others
  +
*transportation level > 75%
  +
  +
Protection can be changed with parameter of [[ECS Agricultural Vector]] to the following protection conditions:
  +
*last one on the map
  +
*younger than 10 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others
  +
*transportation level > 1%
  +
*Fishing grounds was built by the player during game play
   
 
Changing production level consists of two levels. The first is the general level, that defines the current max production; the second is the local level, that defines current production level. During 14 months after the last general production level change the industry summarizes the transportation level of each month, giving "-1" if less than 50% of produced cargo was transported, "+1" if more than 75% was transported and "0" for 50%-75%. At the end of the 14 month period the score is examine, if it is above 6 the general production level increases by one, if it is below -6 then production drops to the lowest level. If the result is between -6 and 6 it continues at the current production level until the score exceeds +6 or falls below -6. Local production levels change every month and decrease if the transportation last month is less than 50% and increases if more than 75%. Local production can never be higher that general production level.
 
Changing production level consists of two levels. The first is the general level, that defines the current max production; the second is the local level, that defines current production level. During 14 months after the last general production level change the industry summarizes the transportation level of each month, giving "-1" if less than 50% of produced cargo was transported, "+1" if more than 75% was transported and "0" for 50%-75%. At the end of the 14 month period the score is examine, if it is above 6 the general production level increases by one, if it is below -6 then production drops to the lowest level. If the result is between -6 and 6 it continues at the current production level until the score exceeds +6 or falls below -6. Local production levels change every month and decrease if the transportation last month is less than 50% and increases if more than 75%. Local production can never be higher that general production level.
   
  +
==Construction==
When industry has a very low production level it tests for close down conditions. Industries in service have a close down chance reduced by 50%. Newly built industries can be closed only if they are at least 4 year old. Industries, built by the random map generator or map editor can be closed only if they are at least 10 years old. A close down chance is 5% and increasing production chance is 25%.
 
  +
  +
The Fishing grounds has one layout.
  +
  +
The Fishing grounds has high probability (7) to be built by map generator and normal probability (3) to be built during game play.
  +
  +
The Fishing grounds cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Fishing grounds (at most 64 tiles away) and 25% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.
  +
  +
When prospected by the player during a game, the Fishing grounds will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Fishing grounds will pick up the colour randomly.
  +
  +
{|
  +
!SE!!Condition
  +
|-
  +
|<center>+</center>||Build on water
  +
|-
  +
|<center>+</center>||Build on flat land
  +
|-
  +
|<center>&ndash;</center>||Build at least 16 tiles away from land
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Agricultural Vector. Animal Farm| Animal farm]]
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Agricultural Vector. Tinning Factory| Tinning factory]]
  +
|-
  +
|<center>&ndash;</center>||Build > 8 tiles from a Fishing grounds
  +
|}
  +
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
   
  +
==Features==
==Possible locations==
 
   
Fishing grounds are allowed only on water, there should be nothing around
+
The Fishing grounds supports company colours.

Latest revision as of 09:06, 31 December 2012

<< ECS Agricultural Vector ECS Agricultural Vector ECS Agricultural Vector. Farm >>

Valid for ECS 1.1

General data

Drawn by George, inspired by fishing boat "Pulkovo Meridian" by Michael Platov

Ecs fishinggrounds.png

The Fishing grounds is the part of the ECS Agricultural Vector.

Cargoes

Accepting

Capacity

The Fishing grounds processes Passengers.

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

Cargo acceptance is limited by capacity of the Fishing grounds, Passengers above capacity are rejected.

Level Passengers Passengers (reduced)
Very low 128 112
Low 144 128
Normal 160 144
High 176 160
Very high 192 176
Ultimate 208 192

Passengers are processed every 8-th production cycle (usually once a month). The first team leaves the fishing grounds, providing free place for a new team.

Production

The Fishing grounds produces Fish.

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

The Fishing grounds uses 124 production levels, represented in % from 3% to 100%.

To calculate a month production values should be summarized for all the cycles of the month (usually 8 or 9). The following calculations are given for one production cycle.

Amount of Fish produced during one cycle depends on the following factors: amount of Passengers on board, the current week and a random factor.

If less than 48 Passengers are waiting, amount of Fish produced is halved, while if more than 96 are waiting, amount of Fish is increased by 50%.

The week factor defines the base and the random factor selects production for this base.

The table below represents the maximum and minimum possible values, and also the average value.

Base Level 3 (High) 2 (Normal) 1 (Low)
Max. prod. Avr. prod. Min. prod. Max. prod. Avr. prod. Min. prod. Max. prod. Avr. prod. Min. prod.
Very low 96 80 64 96 64 32 64 48 32
Low 182 152 122 182 122 61 122 91 61
Normal 347 289 231 347 231 116 231 173 116
High 658 549 439 658 439 219 439 329 219
Very high 1251 1043 834 1251 834 417 834 626 417
Ultimate 2377 1981 1585 2377 1585 792 1585 1189 792

The Fishing grounds are most productive in spring and autumn, and least productive in summer and winter. Base dependence from week number shown in the table

Week number Date Base
0 1 jan 1
9 4 mar 2
13 1 apr 3
17 28 apr 2
26 1 jul 1
35 3 sep 2
39 30 sep 3
43 28 oct 2
52 31 dec 1

Ecs fishinggroundsfish.png

Production change

Production change happens on the 1-st day of every 14th month.

The Fishing grounds 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 10 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others
  • transportation level > 75%

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

  • last one on the map
  • younger than 10 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others
  • transportation level > 1%
  • Fishing grounds was built by the player during game play

Changing production level consists of two levels. The first is the general level, that defines the current max production; the second is the local level, that defines current production level. During 14 months after the last general production level change the industry summarizes the transportation level of each month, giving "-1" if less than 50% of produced cargo was transported, "+1" if more than 75% was transported and "0" for 50%-75%. At the end of the 14 month period the score is examine, if it is above 6 the general production level increases by one, if it is below -6 then production drops to the lowest level. If the result is between -6 and 6 it continues at the current production level until the score exceeds +6 or falls below -6. Local production levels change every month and decrease if the transportation last month is less than 50% and increases if more than 75%. Local production can never be higher that general production level.

Construction

The Fishing grounds has one layout.

The Fishing grounds has high probability (7) to be built by map generator and normal probability (3) to be built during game play.

The Fishing grounds cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Fishing grounds (at most 64 tiles away) and 25% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.

When prospected by the player during a game, the Fishing grounds will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Fishing grounds will pick up the colour randomly.

SE Condition
+
Build on water
+
Build on flat land
Build at least 16 tiles away from land
Build > 16 tiles from a Animal farm
Build > 16 tiles from a Tinning factory
Build > 8 tiles from a Fishing grounds

Description of Location/Positioning Conditions

Features

The Fishing grounds supports company colours.