Difference between revisions of "ECS Town Vector. Factory"

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[[Category:ECS Vectors Industries]][[Category:ECS Town Vector]]
  +
{| style="width: 100%;" border="1"
  +
|- valign="top"
  +
| 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]] >>
  +
|}
  +
__TOC__
  +
Valid for ECS 1.1
   
  +
==General data==
   
  +
Drawn by Zimmlock, small fixes and company colours support by George
=Factory=
 
   
  +
[[File:Ecs_factory.png]] [[File:Ecs_factory-snowed.png]]
Drawn by Zimmlock, small fixes and CC support by George
 
   
The Factory is the part of the [[ECSTownVector| ECS Town Vector]].
+
The Factory is the part of the [[ECS Town Vector]].
   
  +
==Cargoes==
==Accepted and produced cargoes==
 
   
  +
===Accepting===
The Factory produces Goods.
 
   
 
The Factory accepts Glass or Ceramics, Dyes, Steel if defined.
 
The Factory accepts Glass or Ceramics, Dyes, Steel if defined.
Line 19: Line 27:
 
{|
 
{|
 
!Level!!Steel (tonnes)!!Steel (75%)!!Glass (boxes)!!Glass (75%)!!Dyes (tonnes)!!Dyes (75%)
 
!Level!!Steel (tonnes)!!Steel (75%)!!Glass (boxes)!!Glass (75%)!!Dyes (tonnes)!!Dyes (75%)
 
 
|-
 
|-
 
|Very low||840||630||2689||2017||1345||1008
 
|Very low||840||630||2689||2017||1345||1008
 
 
|-
 
|-
 
|Low||1201||900||3842||2881||1921||1441
 
|Low||1201||900||3842||2881||1921||1441
 
 
|-
 
|-
 
|Normal||1715||1286||5488||4116||2744||2058
 
|Normal||1715||1286||5488||4116||2744||2058
 
 
|-
 
|-
 
|High||2450||1838||7840||5880||3920||2940
 
|High||2450||1838||7840||5880||3920||2940
 
 
|-
 
|-
 
|Very high||3500||2625||11200||8400||5600||4200
 
|Very high||3500||2625||11200||8400||5600||4200
 
 
|-
 
|-
 
|Ultimate||5000||3750||16000||12000||8000||6000
 
|Ultimate||5000||3750||16000||12000||8000||6000
  +
|}
|}Acceptance limit can be disabled with parameter of [[ECSTownVector| ECS Town Vector]]
 
  +
Acceptance limit can be disabled with parameter of [[ECS Town Vector]]
   
==Construction==
+
===Production===
   
  +
The Factory produces Goods.
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 &pound;468,750/$937,500 in game, in case of inflation is off. Construction conditions are represented in the table.
 
   
  +
The Factory does not produce any cargo during first 93 days of life if built in game.
{|
 
!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 most 7 tiles away from Tz0
 
 
|-
 
|<center>&ndash;</center>||Build > 16 tiles from a Steel mill
 
 
|-
 
|<center>&ndash;</center>||Build > 16 tiles from a Chemical plant
 
 
|-
 
|<center>&ndash;</center>||Build > 16 tiles from a Glass works
 
 
|-
 
|<center>&ndash;</center>||Build > 16 tiles from a Factory
 
|}[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions| Description of Location/Positioning Conditions]
 
 
The Factory has low probability (2) to be built by map generator and very low probability (1) to be built during game play.
 
 
==Production==
 
   
===Steel or Glass are available===
+
'''Steel or Glass are available'''
   
 
The Factory uses 6 production levels.
 
The Factory uses 6 production levels.
   
===Steel and Glass are not available===
+
'''Steel and Glass are not available'''
   
 
The Factory uses 124 production levels, represented in % from 3% to 100%.
 
The Factory uses 124 production levels, represented in % from 3% to 100%.
   
===Calculations===
+
'''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.
 
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 Factory does not produce any cargo during first 93 days of life if built in game.
 
   
 
{|
 
{|
 
!Level!!Steel (tonnes)!!Glass (boxes)!!Goods (crates)
 
!Level!!Steel (tonnes)!!Glass (boxes)!!Goods (crates)
 
 
|-
 
|-
 
|Very low||5||15||9
 
|Very low||5||15||9
 
 
|-
 
|-
 
|Low||11||32||19
 
|Low||11||32||19
 
 
|-
 
|-
 
|Normal||24||67||40
 
|Normal||24||67||40
 
 
|-
 
|-
 
|High||49||141||85
 
|High||49||141||85
 
 
|-
 
|-
 
|Very high||102||297||178
 
|Very high||102||297||178
 
 
|-
 
|-
 
|Ultimate||210||625||375
 
|Ultimate||210||625||375
  +
|}
|}On first step the basic values are taken from the table.
 
  +
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.
 
On the second step these values are reduced according to amount of material waiting.
Line 116: Line 82:
   
 
{|
 
{|
!Goods new = Goods old * Steel new / Steel old + Goods old * Glass New / Glass old!!<center>(1)</center>
+
|'''Goods new = Goods old * Steel new / Steel old + Goods old * Glass New / Glass old'''||<center>(1)</center>
 
 
|-
 
|-
 
|'''Goods new = 375 * level% / 200%'''||<center>(2)</center>
 
|'''Goods new = 375 * level% / 200%'''||<center>(2)</center>
  +
|}
|}Then amount of Dyes used is calculated as '''Dyes = Goods new / 4''' and then reduced according to amount of Dyes waiting.
 
  +
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)'''
 
Then amount of Goods is recalculated again '''Goods final = max (Goods new + Dyes new * 9 / 5; 2)'''
   
==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.
Line 135: Line 101:
 
*amount of '''Steel + Glass/3 + Dyes > 1024'''
 
*amount of '''Steel + Glass/3 + Dyes > 1024'''
   
Protection can be changed with parameter of [[ECSTownVector| ECS Town Vector]] to the following protection conditions:
+
Protection can be changed with parameter of [[ECS Town Vector]] to the following protection conditions:
 
*last one on the map
 
*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
 
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
Line 142: Line 108:
 
*factory is built by the player during game play
 
*factory is built by the player during game play
   
===Steel or Glass are available===
+
'''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 decreases when amount of cargo produced last month is below the value represented in the table.
Line 149: Line 115:
   
 
{|
 
{|
!Level!!Decrease (crates of goods)!!Increase (reduced tonnes)
+
!Level!!Decrease (crates of goods)!!Increase (calculated tonnes)
 
 
|-
 
|-
 
|Very low|| ||135
 
|Very low|| ||135
 
 
|-
 
|-
 
|Low||77||279
 
|Low||77||279
 
 
|-
 
|-
 
|Normal||162||576
 
|Normal||162||576
 
 
|-
 
|-
 
|High||340||1188
 
|High||340||1188
 
 
|-
 
|-
 
|Very high||714||2451
 
|Very high||714||2451
 
 
|-
 
|-
|Ultimate||1500||
+
|Ultimate||1500||
  +
|}
|}On normal production level and higher at list 50% of cargo should be transported to allow production level grow
 
  +
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===
+
'''Steel and Glass are not available'''
   
 
Production change happens according on amount of cargo transported.
 
Production change happens according on amount of cargo transported.
Line 179: Line 140:
 
|-
 
|-
 
|<center>< 25%</center>||divide production level by 2 if current level above 6%
 
|<center>< 25%</center>||divide production level by 2 if current level above 6%
 
 
|-
 
|-
 
|<center>-"-</center>||decrease production level by 1 if current level 3% &ndash; 6%
 
|<center>-"-</center>||decrease production level by 1 if current level 3% &ndash; 6%
 
 
|-
 
|-
 
|<center>25% &ndash; 49%</center>||decrease production level by 1
 
|<center>25% &ndash; 49%</center>||decrease production level by 1
 
 
|-
 
|-
 
|<center>51% &ndash; 75%</center>||increase production level by 1
 
|<center>51% &ndash; 75%</center>||increase production level by 1
 
 
|-
 
|-
 
|<center>>75%</center>||increase production level by 1 with 75% probability
 
|<center>>75%</center>||increase production level by 1 with 75% probability
 
 
|-
 
|-
 
|<center>-"-</center>||multiply production level by 2
 
|<center>-"-</center>||multiply production level by 2
 
|}
 
|}
   
==Features==
+
==Construction==
   
The Factory has one of 24 possible layouts. New layouts are welcome (:biggrin:)
+
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 is covered with snow when located above snow line.
 
   
  +
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.
 
   
  +
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.
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.
 
  +
  +
{|
  +
!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 most 7 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 Chemical Vector II. Chemical plant| Chemical plant]]
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Basic Vector II. Glass works| Glass works]]
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a Factory
  +
|}
  +
[[ECS Vectors. Location/Positioning Conditions| 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 [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.
   
 
Era 1:
 
Era 1:
  +
  +
[[File:Ecs_factory.png]] [[File:Ecs_factory-snowed.png]]
   
 
Era 2:
 
Era 2:
   
  +
[[File:Ecs_factory-e2.png]] [[File:Ecs_factory-e2-snowed.png]]
{img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/factory-e2-snowed.png</nowiki> width= height= align= desc= link= }
 
   
 
Era 3:
 
Era 3:
   
  +
[[File:Ecs_factory-e3.png]] [[File:Ecs_factory-e3-snowed.png]]
{img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/factory-e3-snowed.png</nowiki> width= height= align= desc= link= }
 
   
 
Era 4:
 
Era 4:
   
  +
[[File:Ecs_factory-e4.png]] [[File:Ecs_factory-e4-snowed.png]]
{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

Ecs factory.png Ecs factory-snowed.png

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
(1)
Goods new = 375 * level% / 200%
(2)

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
< 25%
divide production level by 2 if current level above 6%
-"-
decrease production level by 1 if current level 3% – 6%
25% – 49%
decrease production level by 1
51% – 75%
increase production level by 1
>75%
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:

Ecs factory.png Ecs factory-snowed.png

Era 2:

Ecs factory-e2.png Ecs factory-e2-snowed.png

Era 3:

Ecs factory-e3.png Ecs factory-e3-snowed.png

Era 4:

Ecs factory-e4.png Ecs factory-e4-snowed.png