Difference between revisions of "ECS Town Vector. Gold mine"

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m (moved Gold mine to ECS Town Vector. Gold mine: Added ECS Vectors prefix)
(headers, tables and links fixed, added category and images)
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  +
=General data=
 
   
 
Valid for ECS 1.1
 
Valid for ECS 1.1
   
 
Drawn by George. Inspired by Coal mine by MHz for Simutrans.
=Gold mine=
 
   
  +
[[File:Ecs_goldmine.png]] [[File:Ecs_goldmine-snowed.png]]
Drawn by George. Inspired by Coal mine by MHz for Simutrans.
 
   
The Gold mine is the part of the [[ECSTownVector| ECS Town Vector]].
+
The Gold mine is the part of the [[ECS Town Vector]].
   
==Accepted and produced cargoes==
+
=Accepted and produced cargoes=
   
 
The Gold mine produces Gold.
 
The Gold mine produces Gold.
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{|
 
{|
 
!Level!!Machinery!!Machinery (50%)
 
!Level!!Machinery!!Machinery (50%)
 
 
|-
 
|-
 
|Very low||171||85
 
|Very low||171||85
 
 
|-
 
|-
 
|Low||245||122
 
|Low||245||122
 
 
|-
 
|-
 
|Normal||350||175
 
|Normal||350||175
 
 
|-
 
|-
 
|High||501||250
 
|High||501||250
 
 
|-
 
|-
 
|Very high||716||358
 
|Very high||716||358
 
 
|-
 
|-
 
|Ultimate||1023||511
 
|Ultimate||1023||511
  +
|}
|}Acceptance limit can be disabled with a parameter of [[ECSTownVector| ECS Town Vector]]
+
Acceptance limit can be disabled with a parameter of [[ECS Town Vector]]
   
==Construction==
+
=Construction=
   
 
The Gold mine can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Gold mine (at most 64 tiles away) and 45% probability far from it. Prospecting cost is £747,700 468,750/$1,495,400 in game, in case of inflation is off. Construction conditions for SE and map generator are represented in the table.
 
The Gold mine can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Gold mine (at most 64 tiles away) and 45% probability far from it. Prospecting cost is £747,700 468,750/$1,495,400 in game, in case of inflation is off. Construction conditions for SE and map generator are represented in the table.
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{|
 
{|
 
!SE!!Condition
 
!SE!!Condition
 
 
|-
 
|-
 
|<center>+</center>||Build on dry land
 
|<center>+</center>||Build on dry land
 
 
|-
 
|-
 
|<center>+</center>||Build on flat land
 
|<center>+</center>||Build on flat land
 
 
|-
 
|-
 
|<center>&ndash;</center>||Build > 1 tiles away from desert tile
 
|<center>&ndash;</center>||Build > 1 tiles away from desert tile
 
 
|-
 
|-
 
|<center>&ndash;</center>||Build at least 10 tiles away from Tz0
 
|<center>&ndash;</center>||Build at least 10 tiles away from Tz0
 
 
|-
 
|-
 
|<center>&ndash;</center>||Build > 48 tiles from a Gold mine
 
|<center>&ndash;</center>||Build > 48 tiles from a Gold mine
  +
|}
|}[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions| Description of Location/Positioning Conditions]
+
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
   
 
The Gold mine has Very low probability (2) to be built by map generator and very low probability (1) to be built during game play.
 
The Gold mine has Very low probability (2) to be built by map generator and very low probability (1) to be built during game play.
   
==Production==
+
=Production=
   
 
The Gold mine uses 124 production levels, represented in % from 3% to 100%.
 
The Gold mine uses 124 production levels, represented in % from 3% to 100%.
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{|
 
{|
!50 * level% / 100%!!<center>(1)</center>
+
|'''50 * level% / 100%'''||<center>(1)</center>
 
 
|-
 
|-
 
|'''33 * level% / 100%'''||<center>(2)</center>
 
|'''33 * level% / 100%'''||<center>(2)</center>
 
 
|-
 
|-
 
|'''25 * level% / 100%'''||<center>(3)</center>
 
|'''25 * level% / 100%'''||<center>(3)</center>
  +
|}
|}At the highest production level, 0,25 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 16 months).
+
At the highest production level, 0,25 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 16 months).
   
==Production change==
+
=Production change=
   
 
Production change happens on the 1-st day of every month.
 
Production change happens on the 1-st day of every month.
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*transportation level > 75%
 
*transportation level > 75%
   
Protection can be changed with a parameter of [[ECSTownVector| ECS Town Vector]] to the following protection conditions:
+
Protection can be changed with a parameter of [[ECS Town Vector]] to the following protection conditions:
 
*last one on the map
 
*last one on the map
 
*younger than 10 years
 
*younger than 10 years
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*Gold mine is built by the player during game play
 
*Gold mine is built by the player during game play
   
Gold mine can have closure protections unless exhausted with a parameter of [[ECSTownVector| ECS Town Vector]]
+
Gold mine can have closure protections unless exhausted with a parameter of [[ECS Town Vector]]
   
 
Production change happens according on amount of cargo transported.
 
Production change happens according on amount of cargo transported.
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{|
 
{|
 
!<center>Transportation</center>!!<center>Level</center>!!<center>Production change</center>
 
!<center>Transportation</center>!!<center>Level</center>!!<center>Production change</center>
 
 
|-
 
|-
 
|<center>< 25%</center>||> 6%||divide production level by 2
 
|<center>< 25%</center>||> 6%||divide production level by 2
 
 
|-
 
|-
 
|<center>< 25%</center>||< 6%||decrease production level by 1
 
|<center>< 25%</center>||< 6%||decrease production level by 1
 
 
|-
 
|-
 
|<center>25% &ndash; 49%</center>||< 13%||decrease production level by 1
 
|<center>25% &ndash; 49%</center>||< 13%||decrease production level by 1
 
 
|-
 
|-
 
|<center>25% &ndash; 74%</center>||> 13%||decrease production level by 1
 
|<center>25% &ndash; 74%</center>||> 13%||decrease production level by 1
 
 
|-
 
|-
 
|<center>51% &ndash; 75%</center>||< 13%||increase production level by 1
 
|<center>51% &ndash; 75%</center>||< 13%||increase production level by 1
 
 
|-
 
|-
 
|<center>> 75%</center>||< 13%||increase production level by 1 with 75% probability
 
|<center>> 75%</center>||< 13%||increase production level by 1 with 75% probability
 
 
|-
 
|-
 
|<center>> 75%</center>||< 13%||multiply production level by 2 with 25% probability
 
|<center>> 75%</center>||< 13%||multiply production level by 2 with 25% probability
 
 
|-
 
|-
 
|<center>75% &ndash; 87%</center>||< 50%||increase production level by 1 with 75% probability
 
|<center>75% &ndash; 87%</center>||< 50%||increase production level by 1 with 75% probability
 
 
|-
 
|-
 
|<center>75% &ndash; 87%</center>||< 50%||multiply production level by 2 with 25% probability
 
|<center>75% &ndash; 87%</center>||< 50%||multiply production level by 2 with 25% probability
 
 
|-
 
|-
 
|<center>> 75%</center>||> 50%||increase production level by 1
 
|<center>> 75%</center>||> 50%||increase production level by 1
  +
|}
|} When all of the known gold body has been extracted, the Gold mine closes.
+
When all of the known gold body has been extracted, the Gold mine closes.
   
==Features==
+
=Features=
   
===Gold body and reserves===
+
==Gold body and reserves==
   
 
Every Gold mine has a fixed gold body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the gold body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the gold body. When the amount of gold transported is above 60% a month, new reserves of gold may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined gold body. Gold mine 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.
 
Every Gold mine has a fixed gold body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the gold body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the gold body. When the amount of gold transported is above 60% a month, new reserves of gold may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined gold body. Gold mine 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.
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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.
   
Body limit can be disabled with a parameter of [[ECSTownVector| ECS Town Vector]]
+
Body limit can be disabled with a parameter of [[ECS Town Vector]]
  +
  +
[[Category:ECS]]

Revision as of 05:35, 18 June 2011

General data

Valid for ECS 1.1

Drawn by George. Inspired by Coal mine by MHz for Simutrans.

Ecs goldmine.png Ecs goldmine-snowed.png

The Gold mine is the part of the ECS Town Vector.

Accepted and produced cargoes

The Gold mine produces Gold.

The Gold mine accepts Vehicles if defined.

The Gold mine does not accept any cargo during first 93 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 50% of capacity, at which point the industry will start accepting cargo again.

Level Machinery Machinery (50%)
Very low 171 85
Low 245 122
Normal 350 175
High 501 250
Very high 716 358
Ultimate 1023 511

Acceptance limit can be disabled with a parameter of ECS Town Vector

Construction

The Gold mine can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Gold mine (at most 64 tiles away) and 45% probability far from it. Prospecting cost is £747,700 468,750/$1,495,400 in game, in case of inflation is off. Construction conditions for SE and map generator 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 10 tiles away from Tz0
Build > 48 tiles from a Gold mine

Description of Location/Positioning Conditions

The Gold mine has Very low probability (2) to be built by map generator and very low probability (1) to be built during game play.

Production

The Gold mine 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.

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

When vehicles are not defined, Gold mine uses formula (2) to calculate production. When vehicles are defined, Gold mine uses formula (1) if there vehicles are waiting, and (3) if not.

50 * level% / 100%
(1)
33 * level% / 100%
(2)
25 * level% / 100%
(3)

At the highest production level, 0,25 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 16 months).

Production change

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

The Gold mine 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 a parameter of ECS Town Vector to the following protection conditions:

  • last one on the map
  • younger than 10 years
  • transportation level > 1%
  • Gold mine is built by the player during game play

Gold mine can have closure protections unless exhausted with a parameter of ECS Town Vector

Production change happens according on amount of cargo transported.

Transportation
Level
Production change
< 25%
> 6% divide production level by 2
< 25%
< 6% decrease production level by 1
25% – 49%
< 13% decrease production level by 1
25% – 74%
> 13% decrease production level by 1
51% – 75%
< 13% increase production level by 1
> 75%
< 13% increase production level by 1 with 75% probability
> 75%
< 13% multiply production level by 2 with 25% probability
75% – 87%
< 50% increase production level by 1 with 75% probability
75% – 87%
< 50% multiply production level by 2 with 25% probability
> 75%
> 50% increase production level by 1

When all of the known gold body has been extracted, the Gold mine closes.

Features

Gold body and reserves

Every Gold mine has a fixed gold body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the gold body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the gold body. When the amount of gold transported is above 60% a month, new reserves of gold may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined gold body. Gold mine 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 a parameter of ECS Town Vector