Difference between revisions of "ECS Basic Vector II. Coal Mine"

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[[Category:ECS Vectors Industries]][[Category:ECS Basic Vector II]]
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{| style="width: 100%;" border="1"
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|- valign="top"
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| style="width: 33%;" | << [[ECS Basic Vector II]] || align="center" style="width: 34%;"| [[ECS Basic Vector II]] || align="right" style="width: 33%;"| [[ECS Basic Vector II. Power plant]] >>
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|}
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__TOC__
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Valid for ECS 1.1
   
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==General data==
'''''Coal Mine'''''
 
   
  +
Drawn by Zimmlock, small fixes, company colours support and snowed version by George
=Coal mine=
 
   
  +
[[File:Ecs_coalmine.png]] [[File:Ecs_coalmine-snowed.png]]
Drawn by Zimmlock, small fixes and CC support by George
 
   
  +
The Coal mine is the part of the [[ECS Basic Vector II]].
Documentation for beta 5
 
   
  +
==Cargoes==
The Coal mine is the part of the [[ECSBasicVector|ECS Basic Vector]].
 
   
  +
===Accepting===
==Accepted and produced cargoes==
 
 
The Coal mine produces Coal.
 
   
 
The Coal mine accepts Vehicles if defined.
 
The Coal mine accepts Vehicles if defined.
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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 50% 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 50% of capacity, at which point the industry will start accepting cargo again.
   
  +
{|
||Level|Machinery|Machinery (50%)
 
  +
!Level!!Machinery!!Machinery (50%)
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|-
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|Very low||171||85
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|-
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|Low||245||122
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|-
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|Normal||350||175
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|-
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|High||501||250
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|-
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|Very high||716||358
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|-
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|Ultimate||1023||511
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|}
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Acceptance limit can be disabled with parameter of [[ECS Basic Vector II]]
   
  +
===Production===
Very low|171|85
 
   
  +
The Coal mine produces Coal.
Low|245|122
 
   
  +
The Coal mine does not produce any cargo during first 93 days of life if built in game.
Normal|350|175
 
 
High|501|250
 
 
Very high|716|358
 
 
Ultimate|1023|511||Acceptance limit can be disabled with parameter of [[ECSBasicVector|ECS Basic Vector]]
 
 
==Construction==
 
 
The Coal mine can not be built by a player in a game. It should be prospected instead. It has 78% probability to be prospected near other Coal mine (at most 60 tiles away) and 25% probability far from it. Prospecting cost is &pound;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'''
 
 
<center>+</center>|Build on dry land
 
 
<center>+</center>|Build on flat land
 
 
<center>&ndash;</center>|Build &gt; 1 tiles away from desert tile
 
 
<center>&ndash;</center>|Build at least 8 tiles away from Tz0
 
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Steel mill
 
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Glass works
 
 
<center>&ndash;</center>|Build &gt; 32 tiles from a Power plant
 
 
<center>&ndash;</center>|Build &gt; 8 tiles from a Coal mine||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions]
 
 
The Coal mine has Normal probability (6) to be built by map generator and low probability (3) to be built during game play.
 
 
==Production==
 
   
 
The Coal mine uses 124 production levels, represented in % from 3% to 100%.
 
The Coal 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.
 
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 Coal mine does not produce any cargo during first 93 days of life if built in game.
 
   
 
When vehicles are not defined, Coal mine uses formula (2) to calculate production). When vehicles are defined, Coal mine uses formula (1) if there vehicles are waiting, and (3) if not.
 
When vehicles are not defined, Coal mine uses formula (2) to calculate production). When vehicles are defined, Coal mine uses formula (1) if there vehicles are waiting, and (3) if not.
   
  +
{|
||'''250 * level% / 100%'''|<center>(1)</center>
 
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|'''250 * level% / 100%'''||<center>(1)</center>
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|-
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|'''150 * level% / 100%'''||<center>(2)</center>
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|-
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|'''100 * level% / 100%'''||<center>(3)</center>
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|}
  +
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===
'''150 * level% / 100%'''|<center>(2)</center>
 
 
'''100 * level% / 100%'''|<center>(3)</center>||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.
 
Production change happens on the 1-st day of every month.
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*last one on the map
 
*last one on the map
 
*younger than 10 years
 
*younger than 10 years
*transportation level &gt; 75%
+
*transportation level > 75%
   
Protection can be changed with parameter of [[ECSBasicVector|ECS Basic Vector]] to the following protection conditions:
+
Protection can be changed with a parameter of [[ECS Basic Vector II]] to the following protection conditions:
 
*last one on the map
 
*last one on the map
 
*younger than 10 years
 
*younger than 10 years
*transportation level &gt; 1%
+
*transportation level > 1%
 
*Coal mine is built by the player during game play
 
*Coal mine is built by the player during game play
   
Coal mine can have closure protections unless exhausted with parameter of [[ECSBasicVector|ECS Basic Vector]]
+
Coal mine can have closure protections unless exhausted with a parameter of [[ECS Basic Vector II]]
   
 
Production change happens according on amount of cargo transported.
 
Production change happens according on amount of cargo transported.
   
  +
{|
||'''Transportation'''|'''Production change'''
 
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!<center>Transportation</center>!!<center>Level</center>!!<center>Production change</center>
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|-
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| rowspan="2" |<center>< 25%</center>||< 6%||decrease production level by 1
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|-
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|> 6%||divide production level by 2
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|-
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|<center>25% &ndash; 50%</center>||any||decrease production level by 1
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|-
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| rowspan="2" |<center>50% &ndash; 75%</center>||< 13%||increase production level by 1
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|-
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|> 13%||decrease production level by 1
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|-
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| rowspan="2" |<center>75% &ndash; 87%</center>||< 13%||increase production level by 1 with 75% probability
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multiply production level by 2 with 25% probability
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|-
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|> 13%||increase production level by 1
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|-
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| rowspan="2" |<center>> 87%</center>||< 50%||increase production level by 1 with 75% probability
  +
multiply production level by 2 with 25% probability
  +
|-
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|> 50%||increase production level by 1
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|}
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When all of the known coal body has been extracted, the Coal mine closes immediately.
   
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==Construction==
<center>&lt; 25%</center>|divide production level by 2 if current level above 6%
 
  +
[[File:Ecs_mammothcoalmine.png|||right|"Mammoth" layout]]
   
  +
The Coal mine has one of 9 possible layouts. New layouts are welcome (:biggrin:)
<center>-&quot;-</center>|decrease production level by 1 if current level 3% &ndash; 6%
 
   
  +
The Coal mine can have a special "Mammoth" layout that has 1.5 times higher capacity and output.
<center>25% &ndash; 49%</center>|decrease production level by 1
 
   
  +
The Coal mine has high probability (6) to be built by map generator and normal probability (3) to be built during game play.
<center>51% &ndash; 75%</center>|increase production level by 1
 
   
  +
The Coal mine can not be built by a player in a game. It should be prospected instead. It has 78% probability to be prospected near other Coal mine (at most 64 tiles away) and 25% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.
<center>&gt;75%</center>|increase production level by 1 with 75% probability
 
   
  +
When prospected by the player during a game, the Coal mine will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Coal mine will pick up the colour randomly.
<center>-&quot;-</center>|multiply production level by 2||When all of the known coal body has been extracted, the Coal mine closes immediately.
 
  +
  +
{|
  +
!SE!!Condition
  +
|-
  +
|<center>+</center>||Build on dry land
  +
|-
  +
|<center>+</center>||Build on flat land
  +
|-
  +
|<center>&ndash;</center>||Build > 1 tiles away from desert tile
  +
|-
  +
|<center>&ndash;</center>||Build at least 8 tiles away from Tz0
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Machinery Vector. Steel Mill| Steel mill]]
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Basic Vector II. Glass works| Glass works]]
  +
|-
  +
|<center>&ndash;</center>||Build > 32 tiles from a [[ECS Basic Vector II. Power plant| Power plant]]
  +
|-
  +
|<center>&ndash;</center>||Build > 8 tiles from a Coal mine
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|}
  +
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
   
 
==Features==
 
==Features==
   
The Coal mine has one of 8 possible layouts. New layouts are welcome (:biggrin:)
+
The Coal mine is covered with snow when located above snow line. The Coal mine supports company colours.
 
The Coal mine can have a special &quot;Mammoth&quot; layout that has 1.5 times higher capacity and output.
 
 
When built by the player during a game, the Coal mine will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Coal mine will pick up the colour randomly.
 
   
===Coal body and reserves===
+
'''Coal body and reserves'''
   
Every Coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 75% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal body.
+
Every Coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 60% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal body. Coal 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.
 
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 [[ECSBasicVector|ECS Basic Vector]]
+
Body limit can be disabled with parameter of [[ECS Basic Vector II]]

Latest revision as of 04:53, 20 September 2011

<< ECS Basic Vector II ECS Basic Vector II ECS Basic Vector II. Power plant >>

Valid for ECS 1.1

General data

Drawn by Zimmlock, small fixes, company colours support and snowed version by George

Ecs coalmine.png Ecs coalmine-snowed.png

The Coal mine is the part of the ECS Basic Vector II.

Cargoes

Accepting

The Coal mine accepts Vehicles if defined.

The Coal 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 parameter of ECS Basic Vector II

Production

The Coal mine produces Coal.

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

The Coal 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.

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

250 * level% / 100%
(1)
150 * level% / 100%
(2)
100 * level% / 100%
(3)

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.

The Coal 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 Basic Vector II to the following protection conditions:

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

Coal mine can have closure protections unless exhausted with a parameter of ECS Basic Vector II

Production change happens according on amount of cargo transported.

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

multiply production level by 2 with 25% probability

> 13% increase production level by 1
> 87%
< 50% increase production level by 1 with 75% probability

multiply production level by 2 with 25% probability

> 50% increase production level by 1

When all of the known coal body has been extracted, the Coal mine closes immediately.

Construction

"Mammoth" layout

The Coal mine has one of 9 possible layouts. New layouts are welcome (:biggrin:)

The Coal mine can have a special "Mammoth" layout that has 1.5 times higher capacity and output.

The Coal mine has high probability (6) to be built by map generator and normal probability (3) to be built during game play.

The Coal mine can not be built by a player in a game. It should be prospected instead. It has 78% probability to be prospected near other Coal mine (at most 64 tiles away) and 25% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.

When prospected by the player during a game, the Coal mine will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Coal mine will pick up the colour randomly.

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 Coal mine

Description of Location/Positioning Conditions

Features

The Coal mine is covered with snow when located above snow line. The Coal mine supports company colours.

Coal body and reserves

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