Difference between revisions of "ECS Town Vector. Tourists centre"
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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]] || align="center" style="width: 34%;"| [[ECS Town Vector]] || align="right" style="width: 33%;"| [[ECS Town Vector. Tourists centre. NeuSchwanstein Castle]] >> |
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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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+ | The Tourist Centre have several named layouts with slightly different characteristics. Special information for every layout is represented on its page. Common information is represented here. The list of layouts is represented below: |
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− | '''''Tourists centre''''' |
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+ | * [[ECSTVTCNeuSchwansteinCastle| Schloß Neuschwanstein]] |
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+ | * [[ECS Town Vector. Tourists centre. Goodrich Castle| Goodrich Castle]] |
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+ | * [[ECSTVTCKarlstein| Karlštejn]] |
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+ | * [[ECS Town Vector. Tourists centre. Japan Castle| Japan Castle]] |
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+ | * [[ECS Town Vector. Tourists centre. Palenque| Palenque]] |
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+ | * [[ECS Town Vector. Tourists centre. Watch Tower| Watch Tower]] |
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+ | * [[ECS Town Vector. Tourists centre. Casino resort| Casino resort]] |
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+ | The Tourists Centre is the part of the [[ECS Town Vector]]. |
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− | =Tourists centre= |
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+ | ==Cargoes== |
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− | Documentation for beta 5 |
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+ | ===Accepting=== |
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− | Tourists centres have several named layouts with slightly different characteristics. Special information for every layout is represented on its page. Common information is represented here. The list of layouts is represented below: |
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+ | [[File:Ecs_touristindusrties_capacity.png|||right|Capacity]] |
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+ | The Tourists Centre accepts Tourists, Good and Food if defined. |
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− | {toc} |
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+ | The Tourists Centre does not accept any cargo during first 93 days of life if built in game. |
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− | Tourists centres are the part of the [[ECSTownVector|ECS Town Vector]]. |
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+ | Cargo acceptance is limited by Tourists Centre’s capacity (number of places). If there are more tourists than available rooms, the excess tourists are stored in a pool, and acceptance stops until the pool becomes empty. |
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− | ==Accepted and produced cargoes== |
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+ | Negative value in the Free field represents amount of tourists in the pool, positive - amount of free places. |
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− | Tourists centres produce Valuables if defined. |
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− | |||
− | Tourists centres accept Tourists, Good and Food if defined. |
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− | |||
− | Tourists centres does not accept any cargo during first 93 days of life if built in game. |
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− | |||
− | Cargo acceptance is limited by Tourists centre’s capacity (number of places). If there are more tourists than available rooms, the excess tourists are stored in a pool, and acceptance stops until the pool becomes empty. |
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On production level change (changing number of places), capacity is halved during a month before the change and three months after the change. The following texts specifies: |
On production level change (changing number of places), capacity is halved during a month before the change and three months after the change. The following texts specifies: |
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+ | {| |
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− | ||'''Industry text'''|'''Meaning''' |
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+ | !Industry text!!Meaning |
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+ | |- |
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+ | |Stable||No change planned |
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+ | |- |
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+ | |Decay||Tourists Centre plans to decrease production level next month |
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+ | |- |
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+ | |Grow||Tourists Centre plans to increase production level next month |
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+ | |- |
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+ | |Boom||Tourists Centre plans to increase production level two times next month |
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+ | |- |
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+ | |Change||Tourists Centre changed production level this month |
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+ | |- |
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+ | |Reorganizing||Tourists Centre changed production level last month |
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+ | |- |
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+ | |Finishing||Tourists Centre will finish changing production level next month |
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+ | |} |
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+ | Tourists Centre accepts Goods if '''Goods waiting < Tourists waiting / 2''' |
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+ | Tourists Centre accepts Food if '''Food waiting < Tourists waiting / 10''' |
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− | Stable|No change planned |
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+ | ===Production=== |
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− | Decay|Tourists centre plans to decrease production level next month |
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+ | The Tourists Centre produces Valuables if defined. |
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− | Grow|Tourists centre plans to increase production level next month |
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+ | The Tourists Centre does not produce any cargo during first 93 days of life if built in game. |
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− | Boom|Tourists centre plans to increase production level two times next month |
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− | + | The Tourists Centre uses 6 production levels. |
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− | |||
− | Reorganizing|Tourists centre changed production level last month |
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− | |||
− | Finishing|Tourists centre will finish changing production level next month|| Tourists centre accepts Goods if '''Goods waiting < Tourists waiting * 2''' |
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− | |||
− | Tourists centre accepts Food if '''Food waiting < Tourists waiting''' |
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− | |||
− | ==Construction== |
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− | |||
− | Tourists centres can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 216 that means the building cost is £632,664/$1,265,328 in game, in case of inflation is off. Construction conditions are represented for every layout separately. |
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− | |||
− | Tourists centres has very high probability (15) to be build by map generator and normal probability (5) to be build during game play. |
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− | |||
− | Due to the intricate nature of the tourist Tourists centre graphics, some ground preparation must be done before building each tourist Tourists centre. Please refer to the graphics provided with each layout description. |
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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 2). 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 2). The following calculations are given for one production cycle. |
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+ | Every Tourists Centre accepts tourists, who spend 2 months inside. After that they leave the Tourists Centre. Industry window displays 4 numbers for groups of tourists inside, meaning tourists who spend 6 weeks, 4 weeks, 2 weeks, less than 2 weeks inside. The first group will be produced on next production cycle (leave the Tourists Centre). |
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− | Tourists centres does not produce any cargo during first 93 days of life if built in game. |
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+ | Every 20 tourists, leaving the Tourists Centre, cause production of 1 bags of valuables. |
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− | Every Tourists centre accepts tourists, who spend 2 months inside. After that they leave the Tourists centre. Industry window displays 4 for groups of tourists inside, meaning tourists who spend 6 weeks, 4 weeks, 2 weeks, less than 2 weeks inside. The first group will be produced on next production level (leave the Tourists centre). |
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− | Every 40 tourists, leaving the Tourists |
+ | Every 40 tourists, leaving the Tourists Centre, cause processing of 4 crates of goods (if there are goods waiting) and producing 1 bag of valuables. |
− | Every |
+ | Every 100 tourists, staying in Tourists Centre, cause processing 5 tons of food (if there is food waiting) and producing 1 bag of valuables. |
+ | All values are rounded down. |
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− | Every 100 tourists, staying in Tourists centre, will take 5 tons of food (if there is food waiting) for 1 unit of valuables. All values are rounded down. |
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− | ==Production change== |
+ | ===Production change=== |
+ | Production change happens on the 1-st day of every month if planned. |
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− | Factories use 6 production levels. |
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+ | The Tourists Centre do not change production level during first 93 days of life if built in game. |
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− | Production change happens on the 1-st day of every months if planned. |
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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 |
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+ | *younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others |
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+ | *amount of '''Tourists waiting > 128''' |
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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 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others |
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+ | *amount of '''Tourists + Goods + Food > 1''' |
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+ | *transportation level of any cargo > 1% |
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+ | *Tourists Centre is built by the player during game play |
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+ | If the Tourists Centre is at most 33% full for 3 months in a row, it plans to decrease production. |
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− | * younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others |
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+ | If the Tourists Centre is at least 75% full for 3 months in a row, it plans to increase production. |
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− | * amount of '''Tourists waiting > 128''' |
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+ | If the Tourists Centre is at least 87.5% full for 3 months in a row, it plans to increase production twice. |
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− | Protection can be changed with parameter of [[ECSTownVector|ECS Town Vector]] to the following protection conditions: |
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+ | ==Construction== |
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− | * last one on the map |
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− | |||
− | * younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others |
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− | |||
− | * amount of '''Tourists + Goods + Food > 1''' |
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− | |||
− | * transportation level of any cargo > 1% |
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− | |||
− | * factory is built by the player during gameplay |
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+ | The Tourists Centre can be built by a player both in a game and in the scenario editor. Construction cost factor is 216. Construction conditions are represented for every layout separately. |
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− | If the Tourists centre is at most 33% full for 2 months in a row, it plans to decrease production. |
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+ | The Tourists Centre has very high probability (15) to be built by map generator and very high probability (5) to be built during game play. |
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− | If the Tourists centre is at least 75% full for 2 months in a row, it plans to increase production. |
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+ | Due to the intricate nature of the tourist Tourists Centre graphics, some ground preparation must be done before building each tourist Tourists Centre. Please refer to the graphics provided with each layout description. |
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− | If the Tourists centre is at least 87.5% full for 2 months in a row, it plans to increase production twice. |
Latest revision as of 19:44, 19 September 2011
<< ECS Town Vector | ECS Town Vector | ECS Town Vector. Tourists centre. NeuSchwanstein Castle >> |
Valid for ECS 1.1
General data
The Tourist Centre have several named layouts with slightly different characteristics. Special information for every layout is represented on its page. Common information is represented here. The list of layouts is represented below:
The Tourists Centre is the part of the ECS Town Vector.
Cargoes
Accepting
The Tourists Centre accepts Tourists, Good and Food if defined.
The Tourists Centre does not accept any cargo during first 93 days of life if built in game.
Cargo acceptance is limited by Tourists Centre’s capacity (number of places). If there are more tourists than available rooms, the excess tourists are stored in a pool, and acceptance stops until the pool becomes empty.
Negative value in the Free field represents amount of tourists in the pool, positive - amount of free places.
On production level change (changing number of places), capacity is halved during a month before the change and three months after the change. The following texts specifies:
Industry text | Meaning |
---|---|
Stable | No change planned |
Decay | Tourists Centre plans to decrease production level next month |
Grow | Tourists Centre plans to increase production level next month |
Boom | Tourists Centre plans to increase production level two times next month |
Change | Tourists Centre changed production level this month |
Reorganizing | Tourists Centre changed production level last month |
Finishing | Tourists Centre will finish changing production level next month |
Tourists Centre accepts Goods if Goods waiting < Tourists waiting / 2
Tourists Centre accepts Food if Food waiting < Tourists waiting / 10
Production
The Tourists Centre produces Valuables if defined.
The Tourists Centre does not produce any cargo during first 93 days of life if built in game.
The Tourists Centre uses 6 production levels.
To calculate a month production values should be summarized for all the cycles of the month (usually 2). The following calculations are given for one production cycle.
Every Tourists Centre accepts tourists, who spend 2 months inside. After that they leave the Tourists Centre. Industry window displays 4 numbers for groups of tourists inside, meaning tourists who spend 6 weeks, 4 weeks, 2 weeks, less than 2 weeks inside. The first group will be produced on next production cycle (leave the Tourists Centre).
Every 20 tourists, leaving the Tourists Centre, cause production of 1 bags of valuables.
Every 40 tourists, leaving the Tourists Centre, cause processing of 4 crates of goods (if there are goods waiting) and producing 1 bag of valuables.
Every 100 tourists, staying in Tourists Centre, cause processing 5 tons of food (if there is food waiting) and producing 1 bag of valuables.
All values are rounded down.
Production change
Production change happens on the 1-st day of every month if planned.
The Tourists Centre do 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 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others
- amount of Tourists waiting > 128
Protection can be changed with parameter of ECS Town Vector to the following protection conditions:
- last one on the map
- younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others
- amount of Tourists + Goods + Food > 1
- transportation level of any cargo > 1%
- Tourists Centre is built by the player during game play
If the Tourists Centre is at most 33% full for 3 months in a row, it plans to decrease production.
If the Tourists Centre is at least 75% full for 3 months in a row, it plans to increase production.
If the Tourists Centre is at least 87.5% full for 3 months in a row, it plans to increase production twice.
Construction
The Tourists Centre can be built by a player both in a game and in the scenario editor. Construction cost factor is 216. Construction conditions are represented for every layout separately.
The Tourists Centre has very high probability (15) to be built by map generator and very high probability (5) to be built during game play.
Due to the intricate nature of the tourist Tourists Centre graphics, some ground preparation must be done before building each tourist Tourists Centre. Please refer to the graphics provided with each layout description.