Difference between revisions of "ECS Town Vector. Factory"
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+ | [[Category:ECS Vectors Industries]][[Category:ECS Town Vector]] |
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+ | {| style="width: 100%;" border="1" |
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+ | |- valign="top" |
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+ | | style="width: 33%;" | << [[ECS Town Vector. Tourists centre. Casino resort]] || align="center" style="width: 34%;"| [[ECS Town Vector]] || align="right" style="width: 33%;"| [[ECS Town Vector. Gold mine]] >> |
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+ | |} |
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+ | __TOC__ |
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+ | Valid for ECS 1.1 |
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+ | ==General data== |
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− | '''''ECS Factory''''' |
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+ | Drawn by Zimmlock, small fixes and company colours support by George |
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− | =Factory= |
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+ | [[File:Ecs_factory.png]] [[File:Ecs_factory-snowed.png]] |
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− | Drawn by Zimmlock |
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+ | The Factory is the part of the [[ECS Town Vector]]. |
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− | Small fixes and CC support by George |
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+ | ==Cargoes== |
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− | Documentation for beta 5 |
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+ | ===Accepting=== |
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− | The Factory is the part of the [[ECSTownVector|ECS Town Vector]]. |
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− | |||
− | ==Accepted and produced cargoes== |
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− | |||
− | The Factory produces Goods. |
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The Factory accepts Glass or Ceramics, Dyes, Steel if defined. |
The Factory accepts Glass or Ceramics, Dyes, Steel if defined. |
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Line 22: | Line 25: | ||
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to 75% 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 75% of capacity, at which point the industry will start accepting cargo again. |
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+ | {| |
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− | ||Level|Steel|Steel (75%)|Glass|Glass (75%)|Dyes|Dyes (75%) |
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+ | !Level!!Steel (tonnes)!!Steel (75%)!!Glass (boxes)!!Glass (75%)!!Dyes (tonnes)!!Dyes (75%) |
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+ | |- |
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+ | |Very low||840||630||2689||2017||1345||1008 |
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+ | |- |
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+ | |Low||1201||900||3842||2881||1921||1441 |
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+ | |- |
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+ | |Normal||1715||1286||5488||4116||2744||2058 |
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+ | |- |
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+ | |High||2450||1838||7840||5880||3920||2940 |
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+ | |- |
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+ | |Very high||3500||2625||11200||8400||5600||4200 |
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+ | |- |
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+ | |Ultimate||5000||3750||16000||12000||8000||6000 |
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+ | |} |
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+ | Acceptance limit can be disabled with parameter of [[ECS Town Vector]] |
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+ | ===Production=== |
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− | Very low|840|630|2689|2017|1345|1008 |
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+ | The Factory produces Goods. |
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− | Low|1201|900|3842|2881|1921|1441 |
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+ | The Factory does not produce any cargo during first 93 days of life if built in game. |
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− | Normal|1715|1286|5488|4116|2744|2058 |
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+ | '''Steel or Glass are available''' |
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− | High|2450|1838|7840|5880|3920|2940 |
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+ | The Factory uses 6 production levels. |
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− | Very high|3500|2625|11200|8400|5600|4200 |
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+ | '''Steel and Glass are not available''' |
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− | Ultimate|5000|3750|16000|12000|8000|6000||Acceptance limit can be disabled with parameter of [[ECSTownVector|ECS Town Vector]] |
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+ | The Factory uses 124 production levels, represented in % from 3% to 100%. |
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− | ==Construction== |
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+ | '''Calculations''' |
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− | The Factory can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 160 that means the building cost is £468,750/$937,500 in game, in case of inflation is off. Construction conditions are represented in the table. |
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− | |||
− | ||step|SE|Condition |
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− | |||
− | <center>1</center>|<center>–</center>|Build at most 7 tiles away from Tz1 |
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− | |||
− | <center>2</center>|<center>–</center>|Build > 10 tiles from a Steel mill |
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− | |||
− | <center>3</center>|<center>–</center>|Build > 10 tiles from a Chemical plant |
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− | |||
− | <center>4</center>|<center>–</center>|Build > 10 tiles from a Glass works |
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− | |||
− | <center>5</center>|<center>–</center>|Build > 10 tiles from a Factory |
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− | |||
− | <center>6</center>|<center>–</center>|Build > 1 tiles away from desert tile |
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− | |||
− | <center>7</center>|<center>+</center>|Build on dry land |
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− | |||
− | <center>8</center>|<center>+</center>|Build on flat land||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions] |
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− | |||
− | ==Production== |
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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. |
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. |
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+ | {| |
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− | The Factory does not produce any cargo during first 93 days of life if built in game. |
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+ | !Level!!Steel (tonnes)!!Glass (boxes)!!Goods (crates) |
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− | |||
+ | |- |
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− | ||Level|Steel (tonnes)|Glass (boxes)|Goods (crates) |
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+ | |Very low||5||15||9 |
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− | |||
+ | |- |
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− | Very low|5|15|9 |
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+ | |Low||11||32||19 |
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− | |||
+ | |- |
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− | Low|11|32|19 |
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+ | |Normal||24||67||40 |
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− | |||
+ | |- |
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− | Normal|24|67|40 |
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+ | |High||49||141||85 |
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− | |||
+ | |- |
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− | High|49|141|85 |
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+ | |Very high||102||297||178 |
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− | |||
+ | |- |
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− | Very high|102|297|178 |
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+ | |Ultimate||210||625||375 |
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− | |||
+ | |} |
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− | Ultimate|210|625|375||On first step the basic values are taken from the table. |
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+ | On first step the basic values are taken from the table. |
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On the second step these values are reduced according to amount of material waiting. |
On the second step these values are reduced according to amount of material waiting. |
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Line 82: | Line 81: | ||
Then the amount of goods is recalculated. If Steel or Glass are defined, formula (1) is used. If not, formula (2) is used instead. |
Then the amount of goods is recalculated. If Steel or Glass are defined, formula (1) is used. If not, formula (2) is used instead. |
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+ | {| |
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− | ||'''Goods new = Goods old * Steel new / Steel old + Goods old * Glass New / Glass old'''|<center>(1)</center> |
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+ | |'''Goods new = Goods old * Steel new / Steel old + Goods old * Glass New / Glass old'''||<center>(1)</center> |
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+ | |- |
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+ | |'''Goods new = 375 * level% / 200%'''||<center>(2)</center> |
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+ | |} |
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+ | Then amount of Dyes used is calculated as '''Dyes = Goods new / 4''' and then reduced according to amount of Dyes waiting. |
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− | + | Then amount of Goods is recalculated again '''Goods final = max (Goods new + Dyes new * 9 / 5; 2)''' |
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+ | ===Production change=== |
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− | Then amount of Goods is recalculated again. |
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+ | Production change happens on the 1-st day of every month. |
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− | '''Goods final = min (Goods new + Dyes new * 9 / 5; 2)''' |
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+ | The Factory does not change production level during first 93 days of life if built in game. |
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− | ==Production change== |
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− | |||
− | Production change happens on the 1-st day of every months. |
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On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions: |
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions: |
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+ | *last one on the map |
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+ | *younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others |
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+ | *amount of '''Steel + Glass/3 + Dyes > 1024''' |
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+ | Protection can be changed with parameter of [[ECS Town Vector]] to the following protection conditions: |
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− | * last one on the map |
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+ | *last one on the map |
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− | |||
− | + | *younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others |
|
+ | *amount of '''Steel + Glass/3 + Dyes > 1''' |
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− | |||
+ | *transportation level > 1% |
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− | * amount of '''Steel + Glass/3 + Dyes > 1024''' |
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+ | *factory is built by the player during game play |
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− | |||
− | Protection can be changed with parameter of [[ECSTownVector|ECS Town Vector]] to the following protection conditions: |
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− | |||
− | * last one on the map |
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− | |||
− | * younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others |
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− | |||
− | * amount of '''Steel + Glass/3 + Dyes > 1''' |
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− | |||
− | * transportation level > 1% |
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− | |||
− | * factory is built by the player during gameplay |
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− | |||
− | ===Steel or Glass are available=== |
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+ | '''Steel or Glass are available''' |
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− | Factories use 6 production levels. |
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Production level decreases when amount of cargo produced last month is below the value represented in the table. |
Production level decreases when amount of cargo produced last month is below the value represented in the table. |
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− | Production level increases when amount of ''' |
+ | Production level increases when amount of '''max (Steel, Glass / 3)''' is above the value represented in the table. |
+ | {| |
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− | ||Level|Decrease|Increase |
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+ | !Level!!Decrease (crates of goods)!!Increase (calculated tonnes) |
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+ | |- |
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+ | |Very low|| ||135 |
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+ | |- |
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+ | |Low||77||279 |
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+ | |- |
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+ | |Normal||162||576 |
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+ | |- |
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+ | |High||340||1188 |
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+ | |- |
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+ | |Very high||714||2451 |
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+ | |- |
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+ | |Ultimate||1500|| |
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+ | |} |
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+ | On normal production level and higher at list 50% of cargo should be transported to allow production level grow |
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+ | '''Steel and Glass are not available''' |
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− | Very low| |135 |
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+ | Production change happens according on amount of cargo transported. |
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− | Low|77|279 |
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+ | {| |
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− | Normal|162|576 |
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+ | !Transportation!!Production change |
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+ | |- |
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− | High|340|1188 |
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+ | |<center>< 25%</center>||divide production level by 2 if current level above 6% |
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+ | |- |
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+ | |<center>-"-</center>||decrease production level by 1 if current level 3% – 6% |
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+ | |- |
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+ | |<center>25% – 49%</center>||decrease production level by 1 |
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+ | |- |
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+ | |<center>51% – 75%</center>||increase production level by 1 |
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+ | |- |
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+ | |<center>>75%</center>||increase production level by 1 with 75% probability |
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+ | |- |
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+ | |<center>-"-</center>||multiply production level by 2 |
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+ | |} |
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+ | ==Construction== |
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− | Very high|714|2451 |
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+ | The Factory has one of 26 possible layouts. New layouts are welcome (:biggrin:) |
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− | Ultimate|1500| || |
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+ | The Factory has low probability (2) to be built by map generator and very low probability (1) to be built during game play. |
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− | ===Steel and Glass are not available=== |
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+ | The Factory can be built by a player both in a game and in the scenario editor. Construction cost factor is 160. Construction conditions are represented in the table. |
||
− | Factories use 124 production levels, represented in % from 3% to 100%. |
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+ | When built by the player during a game, the Factory will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Factory will pick up the colour randomly with one exception. The white colour would be changed to yellow. |
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− | Production change happens according on amount of cargo transported. |
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+ | {| |
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− | ||Transportation|Production change |
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+ | !SE!!Condition |
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− | |||
+ | |- |
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− | <center>< 25%</center>|divide production level by 2 if current level above 6% |
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+ | |<center>+</center>||Build on dry land |
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− | |||
+ | |- |
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− | -"-|decrease production level by 1 if current level 3% – 6% |
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+ | |<center>+</center>||Build on flat land |
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− | |||
+ | |- |
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− | <center>25% – 49%</center>|decrease production level by 1 |
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+ | |<center>–</center>||Build > 1 tiles away from desert tile |
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− | |||
+ | |- |
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− | <center>51% – 75%</center>|increase production level by 1 |
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+ | |<center>–</center>||Build at most 7 tiles away from Tz0 |
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− | |||
+ | |- |
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− | <center>75% – 100%</center>|increase production level by 1 with 75% probability |
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+ | |<center>–</center>||Build > 16 tiles from a [[ECS Machinery Vector. Steel Mill| Steel mill]] |
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− | |||
+ | |- |
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− | -"-|multiply production level by 2|| |
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+ | |<center>–</center>||Build > 16 tiles from a [[ECS Chemical Vector II. Chemical plant| Chemical plant]] |
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+ | |- |
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+ | |<center>–</center>||Build > 16 tiles from a [[ECS Basic Vector II. Glass works| Glass works]] |
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+ | |- |
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+ | |<center>–</center>||Build > 16 tiles from a Factory |
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+ | |} |
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+ | [[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]] |
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==Features== |
==Features== |
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+ | The Factory is covered with snow when located above snow line. The Factory supports company colours. |
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− | Factories have 24 possible layouts. |
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+ | The Factory changes graphics over time (following [http://users.skynet.be/florisjan/ttd/ttrs.html#pd TTRSv3]'s second parameter). The change occurs independently for each tile. If [http://users.skynet.be/florisjan/ttd/ttrs.html#pd TTRSv3] is not detected, the Factory follows TTRSv3's default era time sequence. |
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− | Factories support snow and company colours. |
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+ | Era 1: |
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− | Factories change graphics over time (following [http://users.skynet.be/florisjan/ttd/ttrs.html#pd|TTRSv3]'s second parameter). The change occurs independently for each tile. If [http://users.skynet.be/florisjan/ttd/ttrs.html#pd|TTRSv3] is not detected, the Factory follows TTRSv3's default era time sequence. |
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+ | [[File:Ecs_factory.png]] [[File:Ecs_factory-snowed.png]] |
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− | Era 1: |
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Era 2: |
Era 2: |
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+ | [[File:Ecs_factory-e2.png]] [[File:Ecs_factory-e2-snowed.png]] |
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− | {img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/factory-e2-snowed.png</nowiki> width= height= align= desc= link= } |
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Era 3: |
Era 3: |
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+ | [[File:Ecs_factory-e3.png]] [[File:Ecs_factory-e3-snowed.png]] |
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− | {img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/factory-e3-snowed.png</nowiki> width= height= align= desc= link= } |
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Era 4: |
Era 4: |
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+ | [[File:Ecs_factory-e4.png]] [[File:Ecs_factory-e4-snowed.png]] |
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− | {img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/factory-e4-snowed.png</nowiki> width= height= align= desc= link= } |
Latest revision as of 16:54, 1 July 2011
<< ECS Town Vector. Tourists centre. Casino resort | ECS Town Vector | ECS Town Vector. Gold mine >> |
Valid for ECS 1.1
General data
Drawn by Zimmlock, small fixes and company colours support by George
The Factory is the part of the ECS Town Vector.
Cargoes
Accepting
The Factory accepts Glass or Ceramics, Dyes, Steel if defined.
The Factory 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 75% of capacity, at which point the industry will start accepting cargo again.
Level | Steel (tonnes) | Steel (75%) | Glass (boxes) | Glass (75%) | Dyes (tonnes) | Dyes (75%) |
---|---|---|---|---|---|---|
Very low | 840 | 630 | 2689 | 2017 | 1345 | 1008 |
Low | 1201 | 900 | 3842 | 2881 | 1921 | 1441 |
Normal | 1715 | 1286 | 5488 | 4116 | 2744 | 2058 |
High | 2450 | 1838 | 7840 | 5880 | 3920 | 2940 |
Very high | 3500 | 2625 | 11200 | 8400 | 5600 | 4200 |
Ultimate | 5000 | 3750 | 16000 | 12000 | 8000 | 6000 |
Acceptance limit can be disabled with parameter of ECS Town Vector
Production
The Factory produces Goods.
The Factory does not produce any cargo during first 93 days of life if built in game.
Steel or Glass are available
The Factory uses 6 production levels.
Steel and Glass are not available
The Factory uses 124 production levels, represented in % from 3% to 100%.
Calculations
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.
Level | Steel (tonnes) | Glass (boxes) | Goods (crates) |
---|---|---|---|
Very low | 5 | 15 | 9 |
Low | 11 | 32 | 19 |
Normal | 24 | 67 | 40 |
High | 49 | 141 | 85 |
Very high | 102 | 297 | 178 |
Ultimate | 210 | 625 | 375 |
On first step the basic values are taken from the table.
On the second step these values are reduced according to amount of material waiting.
Then the amount of goods is recalculated. If Steel or Glass are defined, formula (1) is used. If not, formula (2) is used instead.
Goods new = Goods old * Steel new / Steel old + Goods old * Glass New / Glass old | |
Goods new = 375 * level% / 200% |
Then amount of Dyes used is calculated as Dyes = Goods new / 4 and then reduced according to amount of Dyes waiting.
Then amount of Goods is recalculated again Goods final = max (Goods new + Dyes new * 9 / 5; 2)
Production change
Production change happens on the 1-st day of every month.
The Factory 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 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
- amount of Steel + Glass/3 + Dyes > 1024
Protection can be changed with parameter of ECS Town Vector to the following protection conditions:
- last one on the map
- younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
- amount of Steel + Glass/3 + Dyes > 1
- transportation level > 1%
- factory is built by the player during game play
Steel or Glass are available
Production level decreases when amount of cargo produced last month is below the value represented in the table.
Production level increases when amount of max (Steel, Glass / 3) is above the value represented in the table.
Level | Decrease (crates of goods) | Increase (calculated tonnes) |
---|---|---|
Very low | 135 | |
Low | 77 | 279 |
Normal | 162 | 576 |
High | 340 | 1188 |
Very high | 714 | 2451 |
Ultimate | 1500 |
On normal production level and higher at list 50% of cargo should be transported to allow production level grow
Steel and Glass are not available
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 |
Construction
The Factory has one of 26 possible layouts. New layouts are welcome (:biggrin:)
The Factory has low probability (2) to be built by map generator and very low probability (1) to be built during game play.
The Factory can be built by a player both in a game and in the scenario editor. Construction cost factor is 160. Construction conditions are represented in the table.
When built by the player during a game, the Factory will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Factory will pick up the colour randomly with one exception. The white colour would be changed to yellow.
SE | Condition |
---|---|
Build on dry land | |
Build on flat land | |
Build > 1 tiles away from desert tile | |
Build at most 7 tiles away from Tz0 | |
Build > 16 tiles from a Steel mill | |
Build > 16 tiles from a Chemical plant | |
Build > 16 tiles from a Glass works | |
Build > 16 tiles from a Factory |
Description of Location/Positioning Conditions
Features
The Factory is covered with snow when located above snow line. The Factory supports company colours.
The Factory changes graphics over time (following TTRSv3's second parameter). The change occurs independently for each tile. If TTRSv3 is not detected, the Factory follows TTRSv3's default era time sequence.
Era 1:
Era 2:
Era 3:
Era 4: