Difference between revisions of "ECS Agricultural Vector. Fruit Plantation"
Line 54: | Line 54: | ||
<span style='color:#FF0000'>Attention!</span> If the industry is inside the city, it always generates decrease production event. |
<span style='color:#FF0000'>Attention!</span> If the industry is inside the city, it always generates decrease production event. |
||
+ | ||Level|Fertilizer |
||
− | ||Level|Production requirements for fertilizer |
||
Very low|48 |
Very low|48 |
||
Line 72: | Line 72: | ||
The cargo acceptance is limited by a storage size. If the store is overflowed, the industry stops to accept cargo unless the storage is half-free. Than the industry starts to accept cargo again. |
The cargo acceptance is limited by a storage size. If the store is overflowed, the industry stops to accept cargo unless the storage is half-free. Than the industry starts to accept cargo again. |
||
− | ||Level| |
+ | ||Level|Fertilizer|Fertilizer (50%) |
Very low|163|81 |
Very low|163|81 |
Revision as of 03:13, 21 November 2007
Fruit Plantation
Fruit Plantation
Drawn by Wile E. Coyote and MHz
General data
Fruit plantations produce fruit and oil seeds. Fruit plantations can't be build by player. Fruit plantations have 5 possible layouts.
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, it runs only every six production cycle of 32 in a row. 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. 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.
||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
Changing production level depends 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.
When industry has a very low production level, it tests close down conditions. Industries in service have a close down chance reduced by 50%. Industries can be closed only if they are at least 4 year old. A close down chance is 6% and increasing production chance is 25%.
Attention! If the industry is inside the city, it always generates decrease production event.
||Level|Fertilizer
Very low|48
Low|96
Normal|192
High|384
Very high|768
Ultimate|1536||
Stockpile size
The cargo acceptance is limited by a storage size. If the store is overflowed, the industry stops to accept cargo unless the storage is half-free. Than the industry starts to accept 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||
Possible locations
Fruit plantations can be build on sloped land near water (0 - 16). They can't be build near other fruit plantations, breweries, food plants, refineries or near towns (Ed > Rz0).