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

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Fishing grounds are most productive in spring and autumn, and least productive in summer and winter, and shown by the table below:
 
Fishing grounds are most productive in spring and autumn, and least productive in summer and winter, and shown by the table below:
   
|| |Week number|    Base
+
||Week number|Date|Base
   
 
0|1 jan|1
 
0|1 jan|1

Revision as of 14:40, 15 May 2011

Fishing grounds

Fishing grounds

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

General data

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.

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.

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 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||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:

||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||

Production change

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.

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%.

Possible locations

Fishing grounds are allowed only on water, there should be nothing around