Difference between revisions of "ECS Chemical Vector II. Oil wells"
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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]] || align="center" style="width: 34%;"| [[ECS Chemical Vector II]] || align="right" style="width: 33%;"| [[ECS Chemical Vector II. Oil rig]] >> |
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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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− | '''''Oil wells''''' |
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+ | Drawn by George, inspired by some graphics by Raven and PikkaBird |
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− | Valid for ECS 1.1 |
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+ | [[File:Ecs_oilwells.png]] [[File:Ecs_oilwells-snowed.png]] |
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− | =Oil wells= |
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+ | The Oil wells is the part of the [[ECS Chemical Vector II]]. |
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− | Drawn by George |
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+ | ==Cargoes== |
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− | The Oil wells is the part of the [[ECSChemicalVector|ECS Chemical Vector II]]. |
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+ | ===Production=== |
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− | ==Accepted and produced cargoes== |
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The Oil wells produces Oil. |
The Oil wells produces Oil. |
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+ | The Oil wells does not produce any cargo during first 93 days of life if built in game. |
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− | ==Construction== |
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− | |||
− | The Oil wells cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Oil wells (at most 64 tiles away) and 25% probability far from it. Prospecting cost is £747,700/$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''' |
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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 least 8 tiles away from Tz0 |
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− | |||
− | <center>–</center>|Build > 16 tiles from a Oil refinery |
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− | |||
− | <center>–</center>|Build > 8 tiles from a Oil wells||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions] |
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− | |||
− | The Oil wells has High probability (9) to be built by map generator and zero probability (0) to be built during game play. |
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− | |||
− | ==Production== |
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The Oil wells uses 124 production levels, represented in % from 3% to 100%. |
The Oil wells uses 124 production levels, represented in % from 3% to 100%. |
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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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− | |||
− | The Oil wells does not produce any cargo during first 93 days of life if built in game. |
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Amount of oil produced during one cycle is '''250 * level% / 100%'''. |
Amount of oil produced during one cycle is '''250 * level% / 100%'''. |
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− | ==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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*last one on the map |
*last one on the map |
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*younger than 10 years |
*younger than 10 years |
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− | *transportation level |
+ | *transportation level > 75% |
− | 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 10 years |
*younger than 10 years |
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− | *transportation level |
+ | *transportation level > 1% |
*Oil wells is built by the player during game play |
*Oil wells is built by the player during game play |
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− | Oil wells can have closure protections unless exhausted with parameter of [[ |
+ | Oil wells can have closure protections unless exhausted with parameter of [[ECS Chemical Vector II]] |
Production change happens according on amount of cargo transported. |
Production change happens according on amount of cargo transported. |
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+ | {| |
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− | ||<center>'''Transportation'''</center>|<center>'''Level'''</center>|<center>'''Production change'''</center> |
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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% – 50%</center>||any||decrease production level by 1 |
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+ | |- |
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+ | | rowspan="2" |<center>50% – 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% – 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 |
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+ | multiply production level by 2 with 25% probability |
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+ | |- |
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+ | |> 50%||increase production level by 1 |
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+ | |} |
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+ | When all of the known oil body has been extracted, the Oil wells closes immediately. |
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+ | ==Construction== |
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− | <center>< 25%</center>|> 6%|divide production level by 2 |
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+ | The Oil wells has one of 11 possible layouts. New layouts are welcome (:biggrin:) |
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− | <center>< 25%</center>|< 6%|decrease production level by 1 |
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+ | The Oil wells has very high probability (9) to be built by map generator and zero probability (0) to be built during game play. |
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− | <center>25% – 49%</center>|< 13%|decrease production level by 1 |
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+ | The Oil wells cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Oil wells (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. |
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− | <center>25% – 74%</center>|> 13%|decrease production level by 1 |
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+ | When prospected by the player during a game, the Oil wells will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Oil wells will pick up the colour randomly. |
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− | <center>51% – 75%</center>|< 13%|increase production level by 1 |
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+ | {| |
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− | <center>> 75%</center>|< 13%|increase production level by 1 with 75% probability |
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+ | !SE!!Condition |
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− | |||
+ | |- |
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− | <center>> 75%</center>|< 13%|multiply production level by 2 with 25% probability |
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+ | |<center>+</center>||Build on dry land |
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− | |||
+ | |- |
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− | <center>75% – 87%</center>|< 50%|increase production level by 1 with 75% probability |
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+ | |<center>+</center>||Build on flat land |
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− | |||
+ | |- |
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− | <center>75% – 87%</center>|< 50%|multiply production level by 2 with 25% probability |
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+ | |<center>–</center>||Build at least 8 tiles away from Tz0 |
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− | |||
+ | |- |
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− | <center>> 75%</center>|> 50%|increase production level by 1|| When all of the known oil body has been extracted, the Oil wells closes immediately. |
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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 > 8 tiles from a Oil wells |
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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 Oil wells |
+ | The Oil wells is covered with snow when located above snow line. The Oil wells supports company colours. |
− | |||
− | When built by the player during a game, the Oil wells will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Oil wells will pick up the colour randomly. |
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− | + | '''Oil body and reserves''' |
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Every Oil wells has a fixed oil body randomly predetermined during the construction phase at between 100Kt and 1600Kt. The size of the oil body is unknown to the player. At the beginning, the Oil wells sees a reserve of 10 to 30% of the oil body. When the amount of oil transported is above 60% a month, new reserves of oil may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined oil body. Oil wells 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 Oil wells has a fixed oil body randomly predetermined during the construction phase at between 100Kt and 1600Kt. The size of the oil body is unknown to the player. At the beginning, the Oil wells sees a reserve of 10 to 30% of the oil body. When the amount of oil transported is above 60% a month, new reserves of oil may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined oil body. Oil wells 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 Oil wells plans to exhaust all the reserves within 24 or 12 months, it generates a warning. |
When the Oil wells plans to exhaust all the reserves within 24 or 12 months, it generates a warning. |
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− | Body limit can be disabled with parameter of [[ |
+ | Body limit can be disabled with parameter of [[ECS Chemical Vector II]] |
Latest revision as of 04:56, 20 September 2011
<< ECS Chemical Vector II | ECS Chemical Vector II | ECS Chemical Vector II. Oil rig >> |
Valid for ECS 1.1
General data
Drawn by George, inspired by some graphics by Raven and PikkaBird
The Oil wells is the part of the ECS Chemical Vector II.
Cargoes
Production
The Oil wells produces Oil.
The Oil wells does not produce any cargo during first 93 days of life if built in game.
The Oil wells 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.
Amount of oil produced during one cycle is 250 * level% / 100%.
Production change
Production change happens on the 1-st day of every month.
The Oil wells 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 parameter of ECS Chemical Vector II to the following protection conditions:
- last one on the map
- younger than 10 years
- transportation level > 1%
- Oil wells is built by the player during game play
Oil wells can have closure protections unless exhausted with parameter of ECS Chemical Vector II
Production change happens according on amount of cargo transported.
< 6% | decrease production level by 1 | |
> 6% | divide production level by 2 | |
any | decrease production level by 1 | |
< 13% | increase production level by 1 | |
> 13% | decrease production level by 1 | |
< 13% | increase production level by 1 with 75% probability
multiply production level by 2 with 25% probability | |
> 13% | increase production level by 1 | |
< 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 oil body has been extracted, the Oil wells closes immediately.
Construction
The Oil wells has one of 11 possible layouts. New layouts are welcome (:biggrin:)
The Oil wells has very high probability (9) to be built by map generator and zero probability (0) to be built during game play.
The Oil wells cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Oil wells (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 Oil wells will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Oil wells will pick up the colour randomly.
SE | Condition |
---|---|
Build on dry land | |
Build on flat land | |
Build at least 8 tiles away from Tz0 | |
Build > 16 tiles from a Oil refinery | |
Build > 8 tiles from a Oil wells |
Description of Location/Positioning Conditions
Features
The Oil wells is covered with snow when located above snow line. The Oil wells supports company colours.
Oil body and reserves
Every Oil wells has a fixed oil body randomly predetermined during the construction phase at between 100Kt and 1600Kt. The size of the oil body is unknown to the player. At the beginning, the Oil wells sees a reserve of 10 to 30% of the oil body. When the amount of oil transported is above 60% a month, new reserves of oil may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined oil body. Oil wells 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 Oil wells plans to exhaust all the reserves within 24 or 12 months, it generates a warning.
Body limit can be disabled with parameter of ECS Chemical Vector II