Difference between revisions of "ECS Machinery Vector. Vehicles Factory"
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− | | style="width: 33%;" | << [[ECS Machinery Vector. |
+ | | style="width: 33%;" | << [[ECS Machinery Vector. Aluminium plant]] || align="center" style="width: 34%;"| [[ECS Machinery Vector]] || align="right" style="width: 33%;"| [[ECS Wood Vector]] >> |
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__TOC__ |
__TOC__ |
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Valid for ECS 1.1 |
Valid for ECS 1.1 |
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+ | ==General data== |
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− | =Vehicles Factory= |
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− | Drawn by Lifeblood |
+ | Drawn by Lifeblood, improved by George |
+ | [[File:Ecs_vehiclesfactory.png]] [[File:Ecs_vehiclesfactory-snowed.png]] |
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− | improved by George |
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+ | The Vehicles factory is the part of the [[ECS Machinery Vector]]. |
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− | ==General data== |
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+ | ==Cargoes== |
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− | Vehicles Factory accepts steel, glass and dyes and produces vehicles. All materials are a must if they are defined. |
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+ | ===Accepting=== |
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− | Production may go on 0, 1, 2, 5 and 10 lines. Each line produces 64-90 vehicles a month. When 0 lines are used, Vehicles factory produces 8-10 vehicles a month. |
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+ | The Vehicles factory accepts Steel, Glass and Dyes if defined. |
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− | ==Production change== |
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+ | The Vehicles factory does not accept any cargo during first 93 days of life if built in game. |
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− | Industry changes production level when the value, calculated with the formula min (steel, 24*glass, 24*dyes), goes outside the value's range for the current level represented in the table below. |
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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. |
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− | The industry production level can increase and decrease only by one. Increasing production on high production levels also requires at least 50% of vehicles being transported. |
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− | |||
− | When industry has a very low production level and does not have enough cargo waiting, it tests close down conditions. Industries in service have a close down chance reduced by 10%. Newly built industries can be closed only if they are at least 2 years old. Industries, built by the random map generator or map editor, can be closed only if they are at least 5 years old. A close down chance is 3%. |
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{| |
{| |
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+ | !Level!!Lines on!!Steel!!Steel (75%)!!Glass!!Glass (75%)!!Dyes!!Dyes (75%) |
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− | !Level!!Decrease!!Increase |
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− | |||
|- |
|- |
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− | |Very low|| |
+ | |Very low||0||2050||1538||363||272||484||363 |
− | |||
|- |
|- |
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+ | |Low||1||2734||2050||519||389||691||519 |
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− | |Low||216||864 |
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− | |||
|- |
|- |
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− | |Normal|| |
+ | |Normal||2||3645||2734||741||556||988||741 |
− | |||
|- |
|- |
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+ | |High||5||4860||3645||1058||794||1411||1058 |
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− | |High||1080||4320 |
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− | |||
|- |
|- |
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− | |Ultimate||2160|| |
+ | |Ultimate||10||8640||6480||2160||1620||2880||2160 |
|} |
|} |
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+ | Acceptance limit can be disabled with parameter of [[ECS Machinery Vector]] |
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− | ==Stockpile size== |
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+ | ===Production=== |
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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. |
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+ | The Vehicles factory produces Vehicles. |
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− | {| |
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− | !Level!!Steel!!Steel (75%)!!Glass!!Glass (75%)!!Dyes!!Dyes (75%) |
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+ | The Vehicles factory does not produce any cargo during first 93 days of life if built in game. |
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− | |- |
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− | |Very low||2050||1538||363||272||484||363 |
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+ | The Vehicles factory uses 5 production levels, meaning number of lines being on (0, 1, 2, 5 and 10). |
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− | |- |
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− | |Low||2734||2050||519||389||691||519 |
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+ | All cargoes are a must if they are defined. On the lowest production level the missing glass / dyes cargo would be taken from internal resources, but only when the steel cargo is transported to the industry. Vehicles factory production is calculated from 10 lines. Month production values are shown in the table. |
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+ | |||
+ | {| |
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+ | !Level!!Lines on!!Vehicles |
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|- |
|- |
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+ | |Very low||0||8-10 |
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− | |Normal||3645||2734||741||556||988||741 |
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+ | |- |
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+ | |Low||1||64-90 |
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+ | |- |
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+ | |Normal||2||128-180 |
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+ | |- |
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+ | |High||5||320-450 |
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+ | |- |
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+ | |Ultimate||10||640-900 |
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+ | |} |
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+ | ===Production change=== |
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+ | |||
+ | Production change happens on the 1-st day of every month. |
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+ | |||
+ | The Vehicles factory does not change production level during first 93 days of life if built in game. |
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+ | |||
+ | On the lowest production level 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 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others |
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+ | *transportation level > 75% |
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+ | |||
+ | Protection can be changed with parameter of [[ECS Machinery Vector]] to the following protection conditions: |
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+ | *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 |
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+ | *transportation level > 1% |
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+ | *The Vehicles factory is built by the player during game play |
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+ | |||
+ | Production level changes when amount of '''min (Steel, 24 * Glass, 24 * Dyes)''' goes outside the value's range for the current level represented in the table. Industry can rise and decrease production only by 1 level. |
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+ | |||
+ | {| |
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+ | !Level!!Lines on!!Decrease!!Increase |
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|- |
|- |
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+ | |Very low||0||23||216 |
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− | |High||4860||3645||1058||794||1411||1058 |
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+ | |- |
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+ | |Low||1||216||864 |
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+ | |- |
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+ | |Normal||2||432||2160 |
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+ | |- |
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+ | |High||5||1080||4320 |
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+ | |- |
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+ | |Ultimate||10||2160|| |
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+ | |} |
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+ | On high production level and higher at list 50% of cargo should be transported to allow production level grow |
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+ | '''<span style="color:#FF0000; font-weight: bold' ">Attention!</span>''' If the industry is inside a town zone 3, it always generates a "decrease production" event. |
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+ | |||
+ | ==Construction== |
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+ | |||
+ | The Vehicles factory has one layout. |
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+ | |||
+ | The Vehicles factory has very low probability (1) to be built by map generator and very low probability (1) to be built during game play. |
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+ | |||
+ | The Vehicles factory can be built by a player both in a game and in the scenario editor. Construction cost factor is 240. Construction conditions are represented in the table. |
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+ | |||
+ | When built by the player during a game, The Vehicles factory will be in company colours of the builder. When generated by the game or built while in the scenario editor, The Vehicles Factory will pick up the colour randomly. |
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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 > 16 tiles from a [[ECS Machinery Vector. Steel Mill| Steel mill]] |
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|- |
|- |
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+ | |<center>–</center>||Build > 16 tiles from a Vehicles factory |
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− | |Ultimate||8640||6480||2160||1620||2880||2160 |
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|} |
|} |
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+ | [[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]] |
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+ | ==Features== |
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− | ==Possible locations== |
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+ | The Vehicles factory is covered with snow when located above snow line. The Vehicles factory supports company colours. |
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− | Flat land required |
Latest revision as of 14:18, 19 September 2011
<< ECS Machinery Vector. Aluminium plant | ECS Machinery Vector | ECS Wood Vector >> |
Valid for ECS 1.1
General data
Drawn by Lifeblood, improved by George
The Vehicles factory is the part of the ECS Machinery Vector.
Cargoes
Accepting
The Vehicles factory accepts Steel, Glass and Dyes if defined.
The Vehicles 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 | Lines on | Steel | Steel (75%) | Glass | Glass (75%) | Dyes | Dyes (75%) |
---|---|---|---|---|---|---|---|
Very low | 0 | 2050 | 1538 | 363 | 272 | 484 | 363 |
Low | 1 | 2734 | 2050 | 519 | 389 | 691 | 519 |
Normal | 2 | 3645 | 2734 | 741 | 556 | 988 | 741 |
High | 5 | 4860 | 3645 | 1058 | 794 | 1411 | 1058 |
Ultimate | 10 | 8640 | 6480 | 2160 | 1620 | 2880 | 2160 |
Acceptance limit can be disabled with parameter of ECS Machinery Vector
Production
The Vehicles factory produces Vehicles.
The Vehicles factory does not produce any cargo during first 93 days of life if built in game.
The Vehicles factory uses 5 production levels, meaning number of lines being on (0, 1, 2, 5 and 10).
All cargoes are a must if they are defined. On the lowest production level the missing glass / dyes cargo would be taken from internal resources, but only when the steel cargo is transported to the industry. Vehicles factory production is calculated from 10 lines. Month production values are shown in the table.
Level | Lines on | Vehicles |
---|---|---|
Very low | 0 | 8-10 |
Low | 1 | 64-90 |
Normal | 2 | 128-180 |
High | 5 | 320-450 |
Ultimate | 10 | 640-900 |
Production change
Production change happens on the 1-st day of every month.
The Vehicles factory does not change production level during first 93 days of life if built in game.
On the lowest production level 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
- transportation level > 75%
Protection can be changed with parameter of ECS Machinery 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
- transportation level > 1%
- The Vehicles factory is built by the player during game play
Production level changes when amount of min (Steel, 24 * Glass, 24 * Dyes) goes outside the value's range for the current level represented in the table. Industry can rise and decrease production only by 1 level.
Level | Lines on | Decrease | Increase |
---|---|---|---|
Very low | 0 | 23 | 216 |
Low | 1 | 216 | 864 |
Normal | 2 | 432 | 2160 |
High | 5 | 1080 | 4320 |
Ultimate | 10 | 2160 |
On high production level and higher at list 50% of cargo should be transported to allow production level grow
Attention! If the industry is inside a town zone 3, it always generates a "decrease production" event.
Construction
The Vehicles factory has one layout.
The Vehicles factory has very low probability (1) to be built by map generator and very low probability (1) to be built during game play.
The Vehicles factory can be built by a player both in a game and in the scenario editor. Construction cost factor is 240. Construction conditions are represented in the table.
When built by the player during a game, The Vehicles factory will be in company colours of the builder. When generated by the game or built while in the scenario editor, The Vehicles Factory will pick up the colour randomly.
SE | Condition |
---|---|
Build on dry land | |
Build on flat land | |
Build > 16 tiles from a Steel mill | |
Build > 16 tiles from a Vehicles factory |
Description of Location/Positioning Conditions
Features
The Vehicles factory is covered with snow when located above snow line. The Vehicles factory supports company colours.