Difference between revisions of "ECS Chemical Vector II. Chemical plant"
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+ | [[Category:ECS Vectors Industries]][[Category:ECS Chemical 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 Chemical Vector II. Oil Refinery]] || align="center" style="width: 34%;"| [[ECS Chemical Vector II]] || align="right" style="width: 33%;"| [[ECS Chemical Vector II. Plastic 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== |
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− | '''''Chemical plant ''''' |
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− | |||
− | =Chemical plant= |
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Drawn by andythenorth, small fixes and snowed version by George |
Drawn by andythenorth, small fixes and snowed version by George |
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+ | [[File:Ecs_chemicalsplant.png]] [[File:Ecs_chemicalsplant-snowed.png]] |
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− | The Chemical plant is the part of the [[ECSChemicalVector|ECS Chemical Vector II]]. |
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+ | The Chemical plant is the part of the [[ECS Chemical Vector II]]. |
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− | ==Accepted and produced cargoes== |
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+ | ==Cargoes== |
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− | The Chemical plant produces Dyes and Fertiliser. |
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+ | ===Accepting=== |
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− | The Chemical plant accepts Refined products, Sulphur and Potash if defined. |
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− | The Chemical plant |
+ | The Chemical plant accepts Refined products, Sulphur and Potash if defined. |
+ | |||
+ | The Chemical plant does not accept any cargo during first 93 days of life if built in game. |
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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 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'''|'''Refined products (litres)'''|'''Refined products (75%)'''|'''Sulphur (tons)'''|'''Sulphur (75%)'''|'''Potash (tons)'''|'''Potash (75%)''' |
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+ | !Level!!Refined products (litres)!!Refined products (75%)!!Sulphur (tons)!!Sulphur (75%)!!Potash (tons)!!Potash (75%) |
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+ | |- |
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+ | |Very low||4034||3025||1345||1008||1345||1008 |
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+ | |- |
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+ | |Low||5762||4322||1921||1441||1921||1441 |
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+ | |- |
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+ | |Normal||8232||6174||2744||2058||2744||2058 |
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+ | |- |
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+ | |High||11760||8820||3920||2940||3920||2940 |
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+ | |- |
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+ | |Very high||16800||12600||5600||4200||5600||4200 |
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+ | |- |
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+ | |Ultimate||24000||18000||8000||6000||8000||6000 |
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+ | |} |
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+ | Acceptance limit can be disabled with parameter of [[ECS Chemical Vector II]] |
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+ | ===Production=== |
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− | Very low|4034|3025|1345|1008|1345|1008 |
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+ | The Chemical plant produces Dyes and Fertiliser. |
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− | Low|5762|4322|1921|1441|1921|1441 |
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+ | The Chemical plant does not produce any cargo during first 93 days of life if built in game. |
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− | Normal|8232|6174|2744|2058|2744|2058 |
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+ | The Chemical plant uses 6 production levels. |
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− | High|11760|8820|3920|2940|3920|2940 |
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+ | '''Calculations''' |
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− | Very high|16800|12600|5600|4200|5600|4200 |
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− | |||
− | Ultimate|24000|18000|8000|6000|8000|6000 |
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− | |||
− | ||Acceptance limit can be disabled with parameter of [[ECSChemicalVector|ECS Chemical Vector II]] |
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− | |||
− | ==Construction== |
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− | |||
− | The Chemical plant can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 168 that means the building cost is £492'187/$984'375/€984'375 in game, in case of inflation is off. Construction conditions are represented in the table. |
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− | |||
− | ||'''SE'''|'''Condition''' |
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− | |||
− | <center>+</center>|Build on dry land |
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− | |||
− | <center>+</center>|Build on flat land |
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− | |||
− | <center>–</center>|Build at most 16 tiles away from Tz0 |
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− | |||
− | <center>–</center>|Build > 16 tiles from a Oil refinery |
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− | |||
− | <center>–</center>|Build > 16 tiles from a Potash mine |
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− | |||
− | <center>–</center>|Build > 16 tiles from a Power plant |
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− | |||
− | <center>–</center>|Build > 16 tiles from a Chemical plant ||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions] |
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− | |||
− | The Chemical plant has very low probability (2) to be built by map generator and very low probability (2) to be built during game play. |
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− | |||
− | ==Production== |
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− | |||
− | The Chemical plant uses 6 production levels. |
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− | |||
− | ===Calculations=== |
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− | |||
− | The Chemical plant does not produce any cargo during first 93 days of life if built in game. |
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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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Then processing of Sulphur and Potash is calculated as ''' R4 = R4 + R1 * 90% + R2 * 90%'''. |
Then processing of Sulphur and Potash is calculated as ''' R4 = R4 + R1 * 90% + R2 * 90%'''. |
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+ | {| |
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− | ||'''Level'''|'''Multiplier''' |
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+ | !Level!!Multiplier |
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+ | |- |
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+ | |Very low||1 |
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+ | |- |
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+ | |Low||2 |
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+ | |- |
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+ | |Normal||4 |
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+ | |- |
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+ | |High||9 |
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+ | |- |
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+ | |Very high||19 |
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+ | |- |
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+ | |Ultimate||41 |
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+ | |} |
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+ | Resulting values R0, R1 and R2 are amounts of Refined products, Sulphur and Potash processed, and R3 and R4 are amounts of Dyes and Fertiliser produced. |
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+ | ===Production change=== |
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− | Very low|1 |
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− | |||
− | Low|2 |
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− | |||
− | Normal|4 |
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− | |||
− | High|9 |
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− | |||
− | Very high|19 |
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− | |||
− | Ultimate|41||Resulting values R0, R1 and R2 are amounts of Refined products, Sulphur and Potash processed, and R3 and R4 are amounts of Dyes and Fertiliser produced. |
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− | |||
− | ==Production change== |
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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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− | The Chemical plant |
+ | The Chemical plant does not change production level during first 93 days of life if built in game. |
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions: |
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions: |
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*last one on the map |
*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 |
*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 '''Refined products + Sulphur + Potash |
+ | *amount of '''Refined products + Sulphur + Potash > 1024''' |
− | Protection can be changed with parameter of [[ |
+ | Protection can be changed with parameter of [[ECS Chemical Vector II]] to the following protection conditions: |
*last one on the map |
*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 |
*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 '''Refined products + Sulphur + Potash |
+ | *amount of '''Refined products + Sulphur + Potash > 1''' |
− | *transportation level |
+ | *transportation level > 1% |
− | *Chemical plant |
+ | *Chemical plant is built by the player during game play |
Changing production level is calculated by comparing the sum of Refined products + Sulphur + Potash waiting with the value shown in the table. |
Changing production level is calculated by comparing the sum of Refined products + Sulphur + Potash waiting with the value shown in the table. |
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The industry can increase production level by one, and decrease it to any level. |
The industry can increase production level by one, and decrease it to any level. |
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+ | {| |
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− | ||<center>'''Level'''</center>|<center>'''Decrease'''</center>|<center>'''Increase'''</center> |
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+ | !<center>Level</center>!!<center>Decrease</center>!!<center>Increase</center> |
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+ | |- |
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+ | |Very low|| ||216 |
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+ | |- |
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+ | |Low||144||432 |
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+ | |- |
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+ | |Normal||288||864 |
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+ | |- |
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+ | |High||648||1944 |
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+ | |- |
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+ | |Very high||1368||4104 |
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+ | |- |
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+ | |Ultimate||2952|| |
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+ | |} |
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+ | Level increasing on Normal level and above happens only if dyes or fertiliser transportation level is > 50% |
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+ | '''<span style="color:#FF0000; font-weight: bold' ">Attention!</span>''' If the industry is inside a town zone 0, it always generates a "decrease production" event. |
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− | Very low| |216 |
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+ | ==Construction== |
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− | Low|144|432 |
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+ | The Chemical plant has one of 8 possible layouts. New layouts are welcome (:biggrin:) |
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− | Normal|288|864 |
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+ | The Chemical plant has low probability (2) to be built by map generator and low probability (2) to be built during game play. |
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− | High|648|1944 |
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+ | The Chemical plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 176. Construction conditions are represented in the table. |
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− | Very high|1368|4104 |
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+ | When built by the player during a game, the Chemical plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Chemical plant will pick up the colour randomly. |
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− | Ultimate|2952| ||Level increasing on Normal level and above happens only if dyes or fertiliser transportation level is > 50% |
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+ | |||
+ | {| |
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+ | !SE!!Condition |
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+ | |- |
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+ | |<center>+</center>||Build on dry land |
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+ | |- |
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+ | |<center>+</center>||Build on flat land |
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+ | |- |
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+ | |<center>–</center>||Build at most 16 tiles away from Tz0 |
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+ | |- |
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+ | |<center>–</center>||Build > 16 tiles from a [[ECS Chemical Vector II. Oil Refinery| Oil refinery]] |
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+ | |- |
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+ | |<center>–</center>||Build > 16 tiles from a Potash mine |
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+ | |- |
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+ | |<center>–</center>||Build > 16 tiles from a [[ECS Basic Vector II. Power plant| Power plant]] |
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+ | |- |
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+ | |<center>–</center>||Build > 16 tiles from a Chemical plant |
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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 Chemical plant |
+ | The Chemical plant is covered with snow when located above snow line. The Chemical plant supports company colours. |
− | |||
− | The Chemical plant is covered with snow when located above snow line. |
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− | |||
− | When built by the player during a game, the Chemical plant will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Chemical plant will pick up the colour randomly. |
Latest revision as of 04:59, 20 September 2011
<< ECS Chemical Vector II. Oil Refinery | ECS Chemical Vector II | ECS Chemical Vector II. Plastic plant >> |
Valid for ECS 1.1
General data
Drawn by andythenorth, small fixes and snowed version by George
The Chemical plant is the part of the ECS Chemical Vector II.
Cargoes
Accepting
The Chemical plant accepts Refined products, Sulphur and Potash if defined.
The Chemical 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 75% of capacity, at which point the industry will start accepting cargo again.
Level | Refined products (litres) | Refined products (75%) | Sulphur (tons) | Sulphur (75%) | Potash (tons) | Potash (75%) |
---|---|---|---|---|---|---|
Very low | 4034 | 3025 | 1345 | 1008 | 1345 | 1008 |
Low | 5762 | 4322 | 1921 | 1441 | 1921 | 1441 |
Normal | 8232 | 6174 | 2744 | 2058 | 2744 | 2058 |
High | 11760 | 8820 | 3920 | 2940 | 3920 | 2940 |
Very high | 16800 | 12600 | 5600 | 4200 | 5600 | 4200 |
Ultimate | 24000 | 18000 | 8000 | 6000 | 8000 | 6000 |
Acceptance limit can be disabled with parameter of ECS Chemical Vector II
Production
The Chemical plant produces Dyes and Fertiliser.
The Chemical plant does not produce any cargo during first 93 days of life if built in game.
The Chemical plant uses 6 production levels.
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.
The base values are 16 for Refined products and 8 for Sulphur and Potash (R0, R1 and R2). Base values are multiplied by the level based multiplier. The result is decreased if amount of corresponding cargo waiting is less, than the calculated values (R0, R1 and R2). Values RC and RD are % of cargo transported last month.
In case RC + RD = 0 the following calculation happens R3 = R0 / 2 and R4 = R0 /2 and in case if not R3 = R0 * RC / (RC + RD) / 2 and R4 = R0 * RD / (RC + RD) / 2.
Then effectiveness factors are applied R4 = R4 * 85%, R3 = R3 * 85% + R4 * 5%.
Then processing of Sulphur and Potash is calculated as R4 = R4 + R1 * 90% + R2 * 90%.
Level | Multiplier |
---|---|
Very low | 1 |
Low | 2 |
Normal | 4 |
High | 9 |
Very high | 19 |
Ultimate | 41 |
Resulting values R0, R1 and R2 are amounts of Refined products, Sulphur and Potash processed, and R3 and R4 are amounts of Dyes and Fertiliser produced.
Production change
Production change happens on the 1-st day of every month.
The Chemical plant does not change production level during first 93 days of life if built in game.
On the lowest production level (Very low) 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 Refined products + Sulphur + Potash > 1024
Protection can be changed with parameter of ECS Chemical Vector II 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 Refined products + Sulphur + Potash > 1
- transportation level > 1%
- Chemical plant is built by the player during game play
Changing production level is calculated by comparing the sum of Refined products + Sulphur + Potash waiting with the value shown in the table.
The industry can increase production level by one, and decrease it to any level.
Very low | 216 | |
Low | 144 | 432 |
Normal | 288 | 864 |
High | 648 | 1944 |
Very high | 1368 | 4104 |
Ultimate | 2952 |
Level increasing on Normal level and above happens only if dyes or fertiliser transportation level is > 50%
Attention! If the industry is inside a town zone 0, it always generates a "decrease production" event.
Construction
The Chemical plant has one of 8 possible layouts. New layouts are welcome (:biggrin:)
The Chemical plant has low probability (2) to be built by map generator and low probability (2) to be built during game play.
The Chemical plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 176. Construction conditions are represented in the table.
When built by the player during a game, the Chemical plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Chemical plant will pick up the colour randomly.
SE | Condition |
---|---|
Build on dry land | |
Build on flat land | |
Build at most 16 tiles away from Tz0 | |
Build > 16 tiles from a Oil refinery | |
Build > 16 tiles from a Potash mine | |
Build > 16 tiles from a Power plant | |
Build > 16 tiles from a Chemical plant |
Description of Location/Positioning Conditions
Features
The Chemical plant is covered with snow when located above snow line. The Chemical plant supports company colours.