Difference between revisions of "ECS Agricultural Vector. Farm"
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+ | | style="width: 33%;" | << [[ECS Agricultural Vector. Fishing grounds]] || align="center" style="width: 34%;"| [[ECS Agricultural Vector]] || align="right" style="width: 33%;"| [[ECS Agricultural Vector. Fruit Plantation]] >> |
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+ | Valid for ECS 1.1 |
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=Farm= |
=Farm= |
Revision as of 13:03, 22 June 2011
<< ECS Agricultural Vector. Fishing grounds | ECS Agricultural Vector | ECS Agricultural Vector. Fruit Plantation >> |
Valid for ECS 1.1
Farm
Drawn by Oz, improved and snowed by George
Combine harvester graphics by Michael Blunck, hay graphics by FooBar
General data
Farms produce cereals and fibre crops, and consume machinery (vehicles) and fertilizer. Farms can't be built by the player. Farms should be built on flat land near water (within 8 - 24 squares). They can't be build near other farms, animal farms, breweries, food plants or near towns (Ed > Rz0). Farms have 6 possible layouts.
Farms production depends on the following factors: fertilizer waiting, vehicles waiting and snow line. Each factor may halve production or stop it. If the farm has no machinery units then production will be halved (if machinery is not defined then this factor is ignored). If the farm has less than 2 tones of fertilizer waiting then production will be halved. If the snow line is below the farm level then production will be stopped. If the snow line is lower than 2 levels above the industry then production will be halved. These factors can make production as low as 12.5% of the maximum, or stop it entirely in the case of snow.
Production is represented in the table below.
Level | Production (cereals/fibre crops) | |||
---|---|---|---|---|
100% | 50% | 25% | 12.5% | |
Very Low | 56 / 88 | 32 / 48 | 16 / 24 | 8 / 16 |
Low | 104 /160 | 56 / 88 | 32 / 48 | 16 / 24 |
Normal | 200 / 304 | 104 / 160 | 56 / 88 | 32 / 48 |
High | 376 / 568 | 200 / 304 | 104 / 160 | 56 / 88 |
Very high | 712 / 1072 | 376 / 568 | 200 / 304 | 104 / 160 |
Ultimate | 1360 / 2040 | 712 / 1072 | 376 / 568 | 200 / 304 |
Note: even though we talk about production being "halved", the values are actually calculated with a more complicated formula, so the effect vary from 0.5 up to 0.67.
Production change
Changing production level depends on amount of cargo transported. Every year the industry summarizes the transportation level of the preceding months, scoring "-1" if less than 50% of produced cargo was transported, "+1" if more than 75% was transported and "0" for 50%-75%. Then in December it tests the result; if it is above 4 then production is increased, above 6 increases it twice, and below -4 decreases production. There is always 6% chance that production will remain the same, regardless of the cargo shipped.
Note: when the industry is covered with snow, the production is zero and amount of cargo transported is also zero. That means industry gets "-1" for transportation. That means farms above snow line will never increase production, regardless the transportation.
Attention! If the industry is inside the city (Tz1), it always generates a decrease production event.
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 6 year old age. A close down chance is 5% and increasing production chance is 25%.
Stockpile size
The cargo acceptance is limited by a storage size. If the store is overflowed, the industry stops accepting cargo unless the storage is half-free. Than the industry starts to accept cargo again.
Level | Machinery | Machinery (50%) | Fertilizer | Fertilizer (50%) |
---|---|---|---|---|
Very low | 172 | 86 | 345 | 173 |
Low | 246 | 123 | 492 | 246 |
Normal | 351 | 176 | 703 | 352 |
High | 502 | 251 | 1004 | 502 |
Very high | 717 | 359 | 1433 | 717 |
Ultimate | 1024 | 512 | 2048 | 1024 |