ECS Agricultural Vector. Fruit Plantation

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Valid for ECS 1.1

General data

Drawn by Wile E. Coyote and MHz

Ecs fruitplantation.png Ecs fruitplantation-snowed.png

The Fruit plantation is the part of the ECS Agricultural Vector.

Cargoes

Accepting

The Fruit plantation accepts Fertilizer.

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

The Fruit plantation 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 industry stops accepting cargo until the stockpile is down to 50% of capacity, at which point the industry will start accepting cargo again.

Level Fertilizer Fertilizer (50%)
Very low 163 81
Low 241 120
Normal 394 197
High 648 324
Very high 1145 572
Ultimate 2115 1057

Acceptance limit can be disabled with parameter of ECS Agricultural Vector.

Production

The Fruit plantation produces Fruit and Oil seeds.

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

The Fruit plantation uses 124 production levels, represented in % from 3% to 100%.

Fruit plantations production depends on the following factors: Fertilizer waiting, snow line and random view of its' tiles. If the Fruit plantation does not have enough Fertilizer waiting (amount of waiting fertilizer is less than value represented in the table), it runs only every six production cycle of 32 in a row.

Level Fertilizer
Very low 48
Low 96
Normal 192
High 384
Very high 768
Ultimate 1536

If the snow covers the industry tile, it has no production. Every tile may have one of the 8 random views, that defines its production. Production of the tile depending on the current week of the year is represented in the table. The industry skips every second production cycle (if it has enough waiting fertilizer). In october fruit plantations process Fertilizer. The amount of processed Fertilizer is 16 tones on the lowest production level and doubles on every level above it that is 512 tones on the highest production level.

Ecs fruitplantationapples.png

Week Day Early 1 Early 2 Early 3 Normal 1 Normal 2 Late 1 Late 2 Late 3
25 24 jun 1 0 0 0 0 0 0 0
26 1 jul 2 1 0 0 0 0 0 0
27 8 jul 4 2 1 1 0 0 0 0
28 15 jul 8 4 2 2 1 0 0 0
29 22 jul 13 8 5 4 2 1 1 0
30 29 jul 15 12 10 7 3 2 2 1
31 5 aug 15 16 13 10 5 3 3 2
32 12 aug 13 16 14 12 9 5 4 3
33 19 aug 8 12 14 13 12 8 6 5
34 26 aug 2 8 13 13 15 13 9 7
35 2 sep 0 2 8 11 16 15 12 10
36 9 sep 0 0 1 7 13 15 15 13
37 16 sep 0 0 0 1 4 13 16 15
38 23 sep 0 0 0 0 1 5 11 14
39 30 sep 0 0 0 0 0 1 2 9
40 7 oct 0 0 0 0 0 0 0 2

Production change

Production change happens on the 1-st day of every August (decrease) and September (increase).

The Fruit plantation 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 4 years
  • 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 4 years
  • transportation level > 1%
  • Fruit plantation was built by the player during game play

Production change happens according on amount of cargo transported. If less than 60% transported in august, production is halved. If more than 60% transported in september, production is doubled. If more than 80% transported in september, production increases twice. There is also a 6% chance to skip increase production event.

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

Construction

The Fruit plantation has one of 5 possible layouts. New layouts are welcome (:biggrin:)

The Fruit plantation has high probability (6) to be built by map generator and normal probability (3) to be built during game play.

The Fruit plantation can not be built by a player in a game. It should be prospected instead. It has 75% probability to be prospected. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.

SE Condition
+
Build on dry land
+
Build > 1 tiles away from shore tile
+
Build < 17 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 Brewery
Build > 31 tiles from a Food plant
Build > 31 tiles from a Oil refinery
Build > 15 tiles from a Fruit plantation

Description of Location/Positioning Conditions

Features

The Fruit plantation is covered with snow when located above snow line.

The Fruit plantation can be build on sloped land.