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

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[[Category:ECS Vectors Industries]][[Category:ECS Agricultural Vector]]
 
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| style="width: 33%;" | << [[ECS Agricultural Vector]] || align="center" style="width: 34%;"| [[ECS Agricultural Vector]] || align="right" style="width: 33%;"| [[ECS Agricultural Vector. Farm]] >>
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Valid for ECS 1.1
   
 
=Fishing grounds=
 
=Fishing grounds=

Revision as of 12:23, 22 June 2011

<< ECS Agricultural Vector ECS Agricultural Vector ECS Agricultural Vector. Farm >>

Valid for ECS 1.1

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