Difference between revisions of "ECS Town Vector. Gold mine"
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!<center>Transportation</center>!!<center>Level</center>!!<center>Production change</center> |
!<center>Transportation</center>!!<center>Level</center>!!<center>Production change</center> |
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− | |<center>< 25%</center>|| |
+ | | rowspan="2" |<center>< 25%</center>||< 6%||decrease production level by 1 |
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+ | |> 6%||divide production level by 2 |
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− | |<center>25% – |
+ | |<center>25% – 50%</center>||any||decrease production level by 1 |
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+ | | rowspan="2" |<center>50% – 75%</center>||< 13%||increase production level by 1 |
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+ | |> 13%||decrease production level by 1 |
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− | |<center> |
+ | | rowspan="2" |<center>75% – 87%</center>||< 13%||increase production level by 1 with 75% probability |
+ | multiply production level by 2 with 25% probability |
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+ | |> 13%||increase production level by 1 |
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− | |<center> |
+ | | 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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− | |<center>> 75%</center>||> 50%||increase production level by 1 |
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When all of the known gold body has been extracted, the Gold mine closes. |
When all of the known gold body has been extracted, the Gold mine closes. |
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The Gold mine has one of 5 possible layouts. New layouts are welcome (:biggrin:) |
The Gold mine has one of 5 possible layouts. New layouts are welcome (:biggrin:) |
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− | The Gold mine has |
+ | The Gold mine has low probability (2) to be built by map generator and very low probability (1) to be built during game play. |
The Gold mine can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Gold mine (at most 64 tiles away) and 45% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table. |
The Gold mine can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Gold mine (at most 64 tiles away) and 45% 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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+ | When prospected by the player during a game, the Gold mine will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Gold mine will pick up the colour randomly. |
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==Features== |
==Features== |
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− | The Gold mine is covered with snow when located above snow line. |
+ | The Gold mine is covered with snow when located above snow line. The Gold mine supports company colours. |
'''Gold body and reserves''' |
'''Gold body and reserves''' |
Latest revision as of 19:45, 19 September 2011
<< ECS Town Vector. Factory | ECS Town Vector | ECS Town Vector. Water supply >> |
Valid for ECS 1.1
General data
Drawn by George. Inspired by Coal mine by MHz for Simutrans.
The Gold mine is the part of the ECS Town Vector.
Cargoes
Accepting
The Gold mine accepts Vehicles if defined.
The Gold 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 a parameter of ECS Town Vector
Production
The Gold mine produces Gold.
The Gold mine does not produce any cargo during first 93 days of life if built in game.
The Gold 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, Gold mine uses formula (2) to calculate production. When vehicles are defined, Gold mine uses formula (1) if there vehicles are waiting, and (3) if not.
50 * level% / 100% | |
33 * level% / 100% | |
25 * level% / 100% |
At the highest production level, 0,25 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 16 months).
Production change
Production change happens on the 1-st day of every month.
The Gold 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 Town Vector to the following protection conditions:
- last one on the map
- younger than 10 years
- transportation level > 1%
- Gold mine is built by the player during game play
Gold mine can have closure protections unless exhausted with a parameter of ECS Town Vector
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 gold body has been extracted, the Gold mine closes.
Construction
The Gold mine has one of 5 possible layouts. New layouts are welcome (:biggrin:)
The Gold mine has low probability (2) to be built by map generator and very low probability (1) to be built during game play.
The Gold mine can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Gold mine (at most 64 tiles away) and 45% 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 Gold mine will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Gold 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 10 tiles away from Tz0 | |
Build > 48 tiles from a Gold mine |
Description of Location/Positioning Conditions
Features
The Gold mine is covered with snow when located above snow line. The Gold mine supports company colours.
Gold body and reserves
Every Gold mine has a fixed gold body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the gold body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the gold body. When the amount of gold transported is above 60% a month, new reserves of gold may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined gold body. Gold 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 a parameter of ECS Town Vector