Difference between revisions of "ECS Basic Vector II. Power plant"
m (Navigation menu) |
m (added data about town based closure) |
||
Line 95: | Line 95: | ||
|<center>2048-</center>||25%-100%||multiply production level by 2 with 20% probability if sulphur transportation level is > 50% |
|<center>2048-</center>||25%-100%||multiply production level by 2 with 20% probability if sulphur transportation level is > 50% |
||
|} |
|} |
||
+ | |||
+ | '''<span style="color:#FF0000; font-weight: bold' ">Attention!</span>''' If the industry is inside a town zone 2, it always generates a "decrease production" event. |
||
==Construction== |
==Construction== |
Revision as of 21:32, 23 June 2011
<< ECS Basic Vector II. Coal Mine | ECS Basic Vector II | ECS Basic Vector II. Sand pit >> |
Valid for ECS 1.1
General data
Drawn by Zimmlock, small fixes, Company Colours support and snowed version by George
The Power plant is the part of the ECS Basic Vector II.
Cargoes
Accepting
The Power plant accepts Coal, Oil (on certain conditions) if defined.
The Power plant 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 66% of capacity, at which point the industry will start accepting cargo again.
Coal capacity is calculated as 2100*coal storage slots
Oil capacity is calculated as 2500*oil storage slots
There are 0 oil storage slots by default. After 1950-th one coal storage slot is transformed into the oil storage slot (randomly). If Power plant is supplied with oil, coal storage slots begin to transform to oil storage slots (randomly). Backward transformation should not happen.
Acceptance limit can be disabled with parameter of ECS Basic Vector II
Production
The Power plant produces Sulphur if defined.
The Power plant does not produce any cargo during first 93 days of life if built in game.
The Power plant uses 124 production levels, represented in % from 3% to 100%.
Every 1 ton of coal is transformed into 7.5 MW/h of Energy, 1000 litres of oil is transformed into 10.3 MW/h of Energy.
If sulphur is defined amount of sulphur produced in tons is equal to 0.4% of energy produced
Maximum amount of coal to process per cycle is R0 = level % * (max (cur_year - 1920 , 5) + 20) / 10 (or amount of coal waiting if less)
Maximum amount of oil to process per cycle is R1 = level % * 4 * (max (current year - 1920 , 5) + 20) / 25 (or amount of oil waiting if less)
If both oil and coal are waiting, amount of coal processed is R0 * R0 / (R0 + R1), amount of oil processed is R1 * R1 / (R0 + R1)
Production change
Production change happens on the 1-st day of every month.
The Power plant 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
- amount of Coal + Oil > 1024
- Amount of Energy generated > 1024MW/h
Protection can be changed with parameter of ECS Basic Vector II to the following protection conditions:
- last one on the map
- younger than 10 years
- amount of Coal + Oil > 1
- Amount of Energy generated > 1024MW/h
- Sulphur transportation level is > 1%
- Power plant is built by the player during game play
The level change is based on amount of energy, generated by Power plant and amount of resources on the stock.
Production change | ||
---|---|---|
3%-6% | decrease production level by 1 | |
7%-100% | divide production level by 2 | |
3%-100% | decrease production level by 1 | |
3%-100% | no change | |
3%-24% | increase production level by 1 | |
25%-100% | increase production level by 1 if sulphur transportation level is > 50% | |
3%-24% | increase production level by 1 with 80% probability | |
3%-24% | multiply production level by 2 with 20% probability | |
25%-100% | increase production level by 1 with 80% probability if sulphur transportation level is > 50% | |
25%-100% | multiply production level by 2 with 20% probability if sulphur transportation level is > 50% |
Attention! If the industry is inside a town zone 2, it always generates a "decrease production" event.
Construction
The Power plant has one of 4 possible layouts. New layouts are welcome (:biggrin:)
The Power plant has low probability (2) to be built by map generator and very low probability (1) to be built during game play.
When built by the player during a game, the Power plant will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Power plant will pick up the colour randomly.
The Power plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 144. 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 100 tiles away from Tz0 | |
Build > 16 tiles from a Coal mine | |
Build > 16 tiles from a Oil wells | |
Build > 96 tiles from a Power plant |
Description of Location/Positioning Conditions
Features
The Power plant is covered with snow when located above snow line.
The Power plant changes graphics over time (following TTRSv3's second parameter). The change occurs independently for each tile. If TTRSv3 is not detected, the Power plant follows TTRSv3's default era time sequence.
Era 1:
Era 2:
Era 3:
Era 4: