Difference between revisions of "ECSIndustryTemplate"
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− | '''''Industry name''''' |
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=Industry name= |
=Industry name= |
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Documentation version in case not supported by the last version |
Documentation version in case not supported by the last version |
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− | Industry name is the part of the [[ECS...Vector|ECS ... Vector]]. |
+ | Industry name is the part of the [[ECS...Vector| ECS ... Vector]]. |
==Accepted and produced cargoes== |
==Accepted and produced cargoes== |
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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 ...% of capacity, at which point the industry will start accepting cargo again. |
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to ...% of capacity, at which point the industry will start accepting cargo again. |
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+ | {| |
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− | + | !Level!!Cargo 1!!Cargo 1(...%)!!Cargo 2!!Cargo 2(...%)!!Cargo 3!!Cargo 3(...%) |
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+ | |- |
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− | Very low|...|...|...|...|...|... |
+ | |Very low||...||...||...||...||...||... |
+ | |- |
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− | Low|...|...|...|...|...|... |
+ | |Low||...||...||...||...||...||... |
+ | |- |
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− | Normal|...|...|...|...|...|... |
+ | |Normal||...||...||...||...||...||... |
+ | |- |
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− | High|...|...|...|...|...|... |
+ | |High||...||...||...||...||...||... |
+ | |- |
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− | Very high|...|...|...|...|...|... |
+ | |Very high||...||...||...||...||...||... |
+ | |- |
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⚫ | |||
+ | |Ultimate||...||...||...||...||...||... |
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⚫ | |||
==Construction== |
==Construction== |
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Industry name can be built by a player both in a game and in the scenario editor. Construction cost is £.../$... in game, in case of inflation is off. Construction conditions are represented in the table. |
Industry name can be built by a player both in a game and in the scenario editor. Construction cost is £.../$... in game, in case of inflation is off. Construction conditions are represented in the table. |
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+ | {| |
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− | + | !SE!!Condition |
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+ | |- |
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− | <center>+</center>|Build on dry land |
+ | |<center>+</center>||Build on dry land |
+ | |- |
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− | <center>+</center>|Build on flat land |
+ | |<center>+</center>||Build on flat land |
+ | |- |
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− | <center>–</center>|Build |
+ | |<center>–</center>||Build > 1 tiles away from desert tile |
+ | |- |
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− | <center>–</center>|Build at least 8 tiles away from Tz0 |
+ | |<center>–</center>||Build at least 8 tiles away from Tz0 |
+ | |- |
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− | <center>–</center>|Build |
+ | |<center>–</center>||Build > 16 tiles from a Steel mill |
+ | |- |
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− | <center>–</center>|Build |
+ | |<center>–</center>||Build > 16 tiles from a Glass works |
+ | |- |
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− | <center>–</center>|Build |
+ | |<center>–</center>||Build > 32 tiles from a Power plant |
+ | |- |
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⚫ | |||
+ | |<center>–</center>||Build > 8 tiles from a Industry name |
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⚫ | |||
Industry name has Normal probability (...) to be built by map generator and low probability (...) to be built during game play. |
Industry name has Normal probability (...) to be built by map generator and low probability (...) to be built during game play. |
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When vehicles are not defined, Industry name uses formula (2) to calculate production). When vehicles are defined, Industry name uses formula (1) if there vehicles are waiting, and (3) if not. |
When vehicles are not defined, Industry name uses formula (2) to calculate production). When vehicles are defined, Industry name uses formula (1) if there vehicles are waiting, and (3) if not. |
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+ | {| |
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⚫ | |||
+ | !250 * level% / 100%!!<center>(1)</center> |
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+ | |- |
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⚫ | |||
⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
⚫ | |||
==Production change== |
==Production change== |
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*last one on the map |
*last one on the map |
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*younger than 10 years |
*younger than 10 years |
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− | *transportation level |
+ | *transportation level > 75% |
− | Protection can be changed with parameter of [[ECS...Vector|ECS ... Vector]] to the following protection conditions: |
+ | Protection can be changed with parameter of [[ECS...Vector| ECS ... Vector]] to the following protection conditions: |
*last one on the map |
*last one on the map |
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*younger than 10 years |
*younger than 10 years |
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− | *transportation level |
+ | *transportation level > 1% |
*Industry name is built by the player during game play |
*Industry name is built by the player during game play |
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− | Industry name can have closure protections unless exhausted with parameter of [[ECS...Vector|ECS ... Vector]] |
+ | Industry name can have closure protections unless exhausted with parameter of [[ECS...Vector| ECS ... Vector]] |
Production change happens according on amount of cargo transported. |
Production change happens according on amount of cargo transported. |
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+ | {| |
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− | + | !Transportation!!Production change |
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+ | |- |
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− | <center> |
+ | |<center>< 25%</center>||divide production level by 2 if current level above 6% |
+ | |- |
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− | <center>- |
+ | |<center>-"-</center>||decrease production level by 1 if current level 3% – 6% |
+ | |- |
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− | <center>25% – 49%</center>|decrease production level by 1 |
+ | |<center>25% – 49%</center>||decrease production level by 1 |
+ | |- |
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− | <center>51% – 75%</center>|increase production level by 1 |
+ | |<center>51% – 75%</center>||increase production level by 1 |
+ | |- |
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− | <center> |
+ | |<center>>75%</center>||increase production level by 1 with 75% probability |
+ | |- |
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⚫ | |||
+ | |<center>-"-</center>||multiply production level by 2 |
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⚫ | |||
==Features== |
==Features== |
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When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning. |
When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning. |
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− | Body limit can be disabled with parameter of [[ECS...Vector|ECS ... Vector]] |
+ | Body limit can be disabled with parameter of [[ECS...Vector| ECS ... Vector]] |
Latest revision as of 10:11, 15 June 2011
Industry name
Drawn by .. artists contributions list
Documentation version in case not supported by the last version
Industry name is the part of the ECS ... Vector.
Accepted and produced cargoes
Industry name produces cargoes list.
Industry name accepts cargoes list (if defined).
Industry name does not accept any cargo during first ... days of life if built in game.
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to ...% of capacity, at which point the industry will start accepting cargo again.
Level | Cargo 1 | Cargo 1(...%) | Cargo 2 | Cargo 2(...%) | Cargo 3 | Cargo 3(...%) |
---|---|---|---|---|---|---|
Very low | ... | ... | ... | ... | ... | ... |
Low | ... | ... | ... | ... | ... | ... |
Normal | ... | ... | ... | ... | ... | ... |
High | ... | ... | ... | ... | ... | ... |
Very high | ... | ... | ... | ... | ... | ... |
Ultimate | ... | ... | ... | ... | ... | ... |
Acceptance limit can be disabled with parameter of ECS ... Vector
Construction
[Primary]
Industry name can not be built by a player in a game. It should be prospected instead. It has ...% probability to be prospected near ... (at most ... tiles away) and ...% probability far from it. Prospecting cost is £.../$... in game, in case of inflation is off. Construction conditions for SE and map generator are represented in the table.
[Secondary]
Industry name can be built by a player both in a game and in the scenario editor. Construction cost is £.../$... in game, in case of inflation is off. Construction conditions are represented in the table.
SE | Condition |
---|---|
Build on dry land | |
Build on flat land | |
Build > 1 tiles away from desert tile | |
Build at least 8 tiles away from Tz0 | |
Build > 16 tiles from a Steel mill | |
Build > 16 tiles from a Glass works | |
Build > 32 tiles from a Power plant | |
Build > 8 tiles from a Industry name |
Description of Location/Positioning Conditions
Industry name has Normal probability (...) to be built by map generator and low probability (...) to be built during game play.
Production
Industry name 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.
Industry name does not produce any cargo during first 93 days of life if built in game.
When vehicles are not defined, Industry name uses formula (2) to calculate production). When vehicles are defined, Industry name uses formula (1) if there vehicles are waiting, and (3) if not.
250 * level% / 100% | |
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150 * level% / 100% | |
100 * level% / 100% |
At the highest production level, 1 unit of vehicles (machinery) is processed per cycle. With every level below this, the amount of processed machinery units is halved (down to the lowest production level of 1 machinery unit during 4 months).
Production change
Production change happens on the 1-st day of every month.
Industry name 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 10 years
- transportation level > 75%
Protection can be changed with parameter of ECS ... Vector to the following protection conditions:
- last one on the map
- younger than 10 years
- transportation level > 1%
- Industry name is built by the player during game play
Industry name can have closure protections unless exhausted with parameter of ECS ... Vector
Production change happens according on amount of cargo transported.
Transportation | Production change |
---|---|
divide production level by 2 if current level above 6% | |
decrease production level by 1 if current level 3% – 6% | |
decrease production level by 1 | |
increase production level by 1 | |
increase production level by 1 with 75% probability | |
multiply production level by 2 |
When all of the known … body has been extracted, Industry name closes immediately.
Features
Industry name has one of 8 possible layouts. New layouts are welcome (:biggrin:)
When built by the player during a game, Industry name will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, Industry name will pick up the colour randomly.
... body and reserves
Every ... has a fixed ... body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the ... body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the ... body. When the amount of ... transported is above 60% a month, new reserves of ... may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined ... body. Industry name has 50% probability to find new resources when all known resources are exhausted if amount of resources known is smaller than defined in predetermined body.
When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning.
Body limit can be disabled with parameter of ECS ... Vector