ECS Agricultural Vector. Farm

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Revision as of 17:23, 1 July 2011 by Kraks (talk | contribs) (small fixes about CC)
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Valid for ECS 1.1

General data

Drawn by Oz, improved and snowed by George

Combine harvester graphics by Michael Blunck, hay graphics by FooBar

Ecs farm.png Ecs farm-snowed.png

The Farm is the part of the ECS Agricultural Vector.

Cargoes

Accepting

The Farm accepts Fertilizer and Vehicles if defined.

The Farm does not accept any cargo during first 93 days of life if built in game.

The Farm 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 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

Acceptance limit can be disabled with parameter of ECS Agricultural Vector.

Production

The Farm produces Cereals and Fibre crops.

The Farm does not produce any cargo during first 93 days of life if built in game.

The Farm uses 124 production levels, represented in % from 3% to 100%.

To calculate a month production values should be summarized for all the cycles of the month (usually 8 or 9). The following calculations are given for one production cycle.

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

Production change happens on the 1-st day of every December.

The Farm 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 6 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others
  • 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 6 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others
  • transportation level > 1%
  • Farm was built by the player during game play

Production change happens according 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 a town zone 1, it always generates a "decrease production" event.

Construction

The Farm has one of 6 possible layouts. New layouts are welcome (:biggrin:)

The Farm has very high probability (9) to be built by map generator and low probability (3) to be built during game play.

The Farm 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.

When prospected by the player during a game, the Farm will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Farm will pick up the colour randomly.

SE Condition
+
Build on dry land
+
Build on flat land
+
Build > 7 tiles away from shore tile
+
Build < 25 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 Animal farm
Build > 31 tiles from a Brewery
Build > 31 tiles from a Food plant
Build > 15 tiles from a Farm

Description of Location/Positioning Conditions

Features

The Farm is covered with snow when located above snow line. The Farm supports company colours.

If nearby lands are not covered with snow the Farm places fields on it.