Difference between revisions of "ECS Agricultural Vector. Fruit Plantation"
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Valid for ECS 1.1 |
Valid for ECS 1.1 |
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+ | ==General data== |
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− | =Fruit Plantation= |
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Drawn by Wile E. Coyote and MHz |
Drawn by Wile E. Coyote and MHz |
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+ | [[File:Ecs_fruitplantation.png]] [[File:Ecs_fruitplantation-snowed.png]] |
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− | ==General data== |
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+ | The Fruit plantation is the part of the [[ECS Agricultural Vector]]. |
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− | Fruit plantations produce fruit and oil seeds. Fruit plantations can't be build by player. Fruit plantations have 5 possible layouts. |
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+ | ==Cargoes== |
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− | 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. |
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+ | |||
+ | ===Accepting=== |
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+ | |||
+ | The Fruit plantation accepts Fertilizer. |
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+ | |||
+ | The Fruit plantation does not accept any cargo during first 93 days of life if built in game. |
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+ | |||
+ | '''<span style="color:#FF0000; font-weight: bold' ">The Fruit plantation does not accept any cargo if it is in town zone 0.</span>''' |
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+ | |||
+ | 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. |
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{| |
{| |
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− | !Level!!Fertilizer |
+ | !Level!!Fertilizer!!Fertilizer (50%) |
+ | |- |
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+ | |Very low||163||81 |
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+ | |- |
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+ | |Low||241||120 |
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+ | |- |
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+ | |Normal||394||197 |
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+ | |- |
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+ | |High||648||324 |
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+ | |- |
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+ | |Very high||1145||572 |
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+ | |- |
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+ | |Ultimate||2115||1057 |
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+ | |} |
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+ | Acceptance limit can be disabled with parameter of [[ECS Agricultural Vector]]. |
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+ | |||
+ | ===Production=== |
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+ | |||
+ | The Fruit plantation produces Fruit and Oil seeds. |
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+ | |||
+ | The Fruit plantation does not produce any cargo during first 93 days of life if built in game. |
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+ | |||
+ | The Fruit plantation uses 124 production levels, represented in % from 3% to 100%. |
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+ | |||
+ | 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. |
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+ | |||
+ | {| |
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+ | !Level!!Fertilizer |
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|- |
|- |
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|Very low||48 |
|Very low||48 |
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− | |||
|- |
|- |
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|Low||96 |
|Low||96 |
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− | |||
|- |
|- |
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|Normal||192 |
|Normal||192 |
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− | |||
|- |
|- |
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|High||384 |
|High||384 |
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− | |||
|- |
|- |
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|Very high||768 |
|Very high||768 |
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− | |||
|- |
|- |
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|Ultimate||1536 |
|Ultimate||1536 |
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+ | |} |
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− | |}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. |
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+ | 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. |
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+ | |||
+ | [[File:Ecs_fruitplantationapples.png]] |
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{| |
{| |
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!Week!!Day !!Early 1!!Early 2!!Early 3!!Normal 1!!Normal 2!!Late 1!!Late 2!!Late 3 |
!Week!!Day !!Early 1!!Early 2!!Early 3!!Normal 1!!Normal 2!!Late 1!!Late 2!!Late 3 |
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− | |||
|- |
|- |
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|25||24 jun||1||0||0||0||0||0||0||0 |
|25||24 jun||1||0||0||0||0||0||0||0 |
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− | |||
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|- |
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|26||1 jul||2||1||0||0||0||0||0||0 |
|26||1 jul||2||1||0||0||0||0||0||0 |
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− | |||
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|- |
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|27||8 jul||4||2||1||1||0||0||0||0 |
|27||8 jul||4||2||1||1||0||0||0||0 |
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− | |||
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|- |
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|28||15 jul||8||4||2||2||1||0||0||0 |
|28||15 jul||8||4||2||2||1||0||0||0 |
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− | |||
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|- |
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|29||22 jul||13||8||5||4||2||1||1||0 |
|29||22 jul||13||8||5||4||2||1||1||0 |
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− | |||
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|30||29 jul||15||12||10||7||3||2||2||1 |
|30||29 jul||15||12||10||7||3||2||2||1 |
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− | |||
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|31||5 aug||15||16||13||10||5||3||3||2 |
|31||5 aug||15||16||13||10||5||3||3||2 |
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− | |||
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|32||12 aug||13||16||14||12||9||5||4||3 |
|32||12 aug||13||16||14||12||9||5||4||3 |
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− | |||
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|33||19 aug||8||12||14||13||12||8||6||5 |
|33||19 aug||8||12||14||13||12||8||6||5 |
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− | |||
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|34||26 aug||2||8||13||13||15||13||9||7 |
|34||26 aug||2||8||13||13||15||13||9||7 |
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− | |||
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|35||2 sep||0||2||8||11||16||15||12||10 |
|35||2 sep||0||2||8||11||16||15||12||10 |
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− | |||
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|36||9 sep||0||0||1||7||13||15||15||13 |
|36||9 sep||0||0||1||7||13||15||15||13 |
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− | |||
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|37||16 sep||0||0||0||1||4||13||16||15 |
|37||16 sep||0||0||0||1||4||13||16||15 |
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− | |||
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|38||23 sep||0||0||0||0||1||5||11||14 |
|38||23 sep||0||0||0||0||1||5||11||14 |
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− | |||
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|39||30 sep||0||0||0||0||0||1||2||9 |
|39||30 sep||0||0||0||0||0||1||2||9 |
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− | |||
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|40||7 oct||0||0||0||0||0||0||0||2 |
|40||7 oct||0||0||0||0||0||0||0||2 |
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|} |
|} |
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− | ==Production change== |
+ | ===Production change=== |
+ | Production change happens on the 1-st day of every '''<span style="color:#FF0000; font-weight: bold' ">August (decrease) and September (increase)</span>'''. |
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− | 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. |
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+ | The Fruit plantation does not change production level during first 93 days of life if built in game. |
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− | 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%. |
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+ | On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions: |
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− | <span style='color:#FF0000'>Attention!</span> If the industry is inside the city, it always generates decrease production event. |
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+ | *last one on the map |
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+ | *younger than 4 years |
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+ | *transportation level > 75% |
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+ | Protection can be changed with a parameter of [[ECS Agricultural Vector]] to the following protection conditions: |
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− | ==Stockpile size== |
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+ | *last one on the map |
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+ | *younger than 4 years |
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+ | *transportation level > 1% |
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+ | *Fruit plantation was built by the player during game play |
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+ | 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. |
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− | 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. |
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+ | '''<span style="color:#FF0000; font-weight: bold' ">Attention!</span>''' If the industry is inside a town zone '''<span style="color:#FF0000; font-weight: bold' ">???</span>''', it always generates a "decrease production" event. |
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− | {| |
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− | !Level!!Fertilizer!!Fertilizer (50%) |
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+ | ==Construction== |
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− | |- |
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− | |Very low||163||81 |
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+ | The Fruit plantation has one of 5 possible layouts. New layouts are welcome (:biggrin:) |
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− | |- |
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− | |Low||241||120 |
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+ | The Fruit plantation has normal probability (6) to be built by map generator and low probability (3) to be built during game play. |
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− | |- |
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− | |Normal||394||197 |
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+ | 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. |
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− | |- |
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− | |High||648||324 |
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+ | {| |
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+ | !SE!!Condition |
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|- |
|- |
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+ | |<center>+</center>||Build on dry land |
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− | |Very high||1145||572 |
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− | |||
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+ | |<center>+</center>||Build > 1 tiles away from shore tile |
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− | |Ultimate||2115||1057 |
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+ | |- |
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+ | |<center>+</center>||Build < 17 tiles away from shore tile |
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+ | |- |
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+ | |<center>+</center>||Build > 3 tiles away from desert tile |
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+ | |- |
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+ | |<center>–</center>||Build at least 1 tile away from Tz0 |
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+ | |- |
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+ | |<center>–</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Brewery| Brewery]] |
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+ | |- |
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+ | |<center>–</center>||Build > 31 tiles from a [[ECS Agricultural Vector. Food Plant| Food plant]] |
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+ | |- |
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+ | |<center>–</center>||Build > 31 tiles from a [[ECS Chemical Vector II. Oil Refinery| Oil refinery]] |
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+ | |- |
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+ | |<center>–</center>||Build > 15 tiles from a Fruit plantation |
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|} |
|} |
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+ | [[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]] |
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+ | |||
+ | ==Features== |
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+ | The Fruit plantation is covered with snow when located above snow line. |
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− | ==Possible locations== |
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+ | The Fruit plantation can be build on sloped land. |
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− | 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). |
Revision as of 12:35, 26 June 2011
<< ECS Agricultural Vector. Farm | ECS Agricultural Vector | ECS Agricultural Vector. Animal Farm >> |
Valid for ECS 1.1
General data
Drawn by Wile E. Coyote and MHz
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.
Week | Day | Early 1 | Early 2 | Early 3 | Normal 1 | Normal 2 | Late 1 | Late 2 | Late 3 |
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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 normal probability (6) to be built by map generator and low 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.