Difference between revisions of "ECS Agricultural Vector. Animal Farm"
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==General data== |
==General data== |
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− | Animal farms process fish, |
+ | Animal farms process fish, cereals and fibre crops and produce livestock and wool. Animal farms can be build by player. Building cost is £304,616. Animal farms have 3 possible layouts. |
Animal farms' production is calculated according to the production level and amount of animals and based on values in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed). The production in the table is calculated with assumption that amount of animals is equal to value in the table. In fact this amount changes every cycle. The amount of produced livestock is subtracted from amount of animals, new animals appear with a factor of 555/553. If there is not enough fodder to feed the animals, the additional amount of livestock is produced (and the total amount of animals is reduced). If there is too much fodder (any fodder storage overflow), the amount of animals is increased by 33% of this fodder. |
Animal farms' production is calculated according to the production level and amount of animals and based on values in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed). The production in the table is calculated with assumption that amount of animals is equal to value in the table. In fact this amount changes every cycle. The amount of produced livestock is subtracted from amount of animals, new animals appear with a factor of 555/553. If there is not enough fodder to feed the animals, the additional amount of livestock is produced (and the total amount of animals is reduced). If there is too much fodder (any fodder storage overflow), the amount of animals is increased by 33% of this fodder. |
Revision as of 19:13, 20 May 2011
Animal Farm
Animal Farm
Drawn by George, animals graphics by andythenorth, FooBar
General data
Animal farms process fish, cereals and fibre crops and produce livestock and wool. Animal farms can be build by player. Building cost is £304,616. Animal farms have 3 possible layouts.
Animal farms' production is calculated according to the production level and amount of animals and based on values in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed). The production in the table is calculated with assumption that amount of animals is equal to value in the table. In fact this amount changes every cycle. The amount of produced livestock is subtracted from amount of animals, new animals appear with a factor of 555/553. If there is not enough fodder to feed the animals, the additional amount of livestock is produced (and the total amount of animals is reduced). If there is too much fodder (any fodder storage overflow), the amount of animals is increased by 33% of this fodder.
Processing of fodder goes as % of number of animals. Values for calculating fodder from cargos are represented in the table (according to the specified amount of animals). The most stored cargo (counted as % of storage) is processed first. Additionally, when the animal farm is not covered with snow, animals and farmers gather fibre crops themselves. Amount of fibre crops, gathered by animals is calculated as % of number of animals. Amount of fibre crops, gathered by farmers, is fixed and represented in the table. 5802 animals exist on the farm from the beginning.
The table is calculated for the number of heads from the second table
||Level|Livestock (items)|Wool (items)|Fish|Cereals|Fiber crops
Very low|50|102|91|81|71
Low|95|195|174|153|136
Normal|181|370|330|291|258
High|343|702|627|553|490
Very high|652|1334|1192|1051|931
Ultimate|1238|2535|2265|1997|1769||
Production change
Changing production level is calculated by comparing the number of animals with the value, represented in the table. If it is more than -25% from the next level, it is increased. If it is lass than +25% of the previous level, it is decreased.
The industry can rise production level by one or two, and drop it to any level. Increasing production on normal and higher production levels also requires at least 50% of any cargo being transported.
When industry has a very low production level and do not have enough cargo waiting, it tests close down conditions. Industries in service have a close down chance reduced by 50%. Newly build industries can be closed only if they are at least 2 year old. Industries, build by random map generator or map editor, can be closed only if they are at least 5 year old age. A close down chance is 6%, 8% chance for increasing production.
||Level| -25% |Heads| +25%
Very low|1280|1707|2134
Low|2432|3243|4054
Normal|4620|6160|7700
High|8778|11704|14630
Very high|16679|22238|27798
Ultimate|31689|42252|52815||
Stockpile size
The cargo acceptance is limited by a storage size. If the industry receives more cargo, than it can store, the cargo is accepted and immediately removed from the store into nowhere.
||Level|Fish|Cereals|Fiber crops
Very low|173|293|510
Low|328|556|969
Normal|623|1056|1841
High|1183|2006|3498
Very high|2248|3812|6646
Ultimate|4271|7243|12628||
Possible locations
Animal farms should be build on the flat land near water (0 - 24). They can't be build near other animal farms, farms, fishing grounds, tinning factories and textile mills.