ECS Agricultural Vector. Fishing grounds
Fishing grounds (ID 1D) by Michael Platov
Fishing grounds produce fish. Fishing grounds can't be build by player. Fishing grounds should be build on flat water. They can't be build near other fishing grounds, tinning factories, animal farms. Fishing grounds have 1 possible layout.
Fishing grounds production depends on the following factors: the current week and random factor. The week factor defines the base and the random factor selects production for this base. The table represents the max. and min. possible values, and also the average value.
Changing production level consist of two levels. First one is general level, that defines the current max production, and the local level, that defines current production level. During 14 months after the last general production level change the industry summarize the transportation level of the months, giving "-1" if less than 50% of produced cargo was transported, "+1" if more than 75% was transported and "0" for 50%-75%. After that the industry tests the result and, if it is above 6, increases general production level by one, and if it is below -6 drops production to the lowest level. If the result is between -6 and 6 it continues to summarize the transportation levels until it becomes above 6 ar below -6. Local production level changes every month and decreases if the transportation last month is less than 50% and increases if more than 75%, but can't be higher that general production level.
When industry has a very low production level, 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 4 year old. Industries, build by random map generator or map editor, can be closed only if they are at least 10 year old age. A close down chance is 5% and increasing production chance is 25%.