Difference between revisions of "ECS Town Vector. Tourists centre"

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'''''Tourists centre'''''
 
'''''Tourists centre'''''
   
=Tourists centre=
+
=Tourists Centre=
   
 
Documentation for beta 5
 
Documentation for beta 5
   
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:
+
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:
   
 
{toc}
 
{toc}
   
Tourists centres are the part of the [[ECSTownVector|ECS Town Vector]].
+
The Tourists Centre is the part of the [[ECSTownVector|ECS Town Vector]].
   
 
==Accepted and produced cargoes==
 
==Accepted and produced cargoes==
   
Tourists centres produce Valuables if defined.
+
The Tourists Centre produces Valuables if defined.
   
Tourists centres accept Tourists, Good and Food if defined.
+
The Tourists Centre accepts Tourists, Good and Food if defined.
   
Tourists centres does not accept any cargo during first 93 days of life if built in game.
+
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.
+
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.
 
Negative value in the Free field represents amount of tourists in the pool, positive - amount of free places.
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Stable|No change planned
 
Stable|No change planned
   
Decay|Tourists centre plans to decrease production level next month
+
Decay|Tourists Centre plans to decrease production level next month
   
Grow|Tourists centre plans to increase 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
+
Boom|Tourists Centre plans to increase production level two times next month
   
Change|Tourists centre changed production level this month
+
Change|Tourists Centre changed production level this month
   
Reorganizing|Tourists centre changed production level last 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'''
+
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'''
+
Tourists Centre accepts Food if '''Food waiting < Tourists waiting'''
   
 
==Construction==
 
==Construction==
   
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.
+
The Tourists Centre 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.
   
Tourists centres has very high probability (15) to be built by map generator and normal probability (5) to be built during game play.
+
The Tourists Centre has very high probability (15) to be built by map generator and normal 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.
+
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.
   
 
==Production==
 
==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.
   
Tourists centres does not produce any cargo during first 93 days of life if built in game.
+
The Tourists Centre does not produce any cargo during first 93 days of life if built in game.
   
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).
+
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).
   
Every 40 tourists, leaving the Tourists centre, will take 4 units of goods (if there are goods waiting) for 1 unit of valuables.
+
Every 40 tourists, leaving the Tourists Centre, will take 4 units of goods (if there are goods waiting) for 1 unit of valuables.
   
Every 20 tourists, leaving the Tourists centre, will bring 1 unit of valuables.
+
Every 20 tourists, leaving the Tourists Centre, will bring 1 unit of valuables.
   
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.
+
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.
   
 
==Production change==
 
==Production change==
   
Tourists centres use 6 production levels.
+
The Tourists Centre uses 6 production levels.
   
 
Production change happens on the 1-st day of every month if planned.
 
Production change happens on the 1-st day of every month if planned.
   
Tourists centres do not change production level during first 93 days of life if built in game.
+
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:
 
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:
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*amount of '''Tourists + Goods + Food > 1'''
 
*amount of '''Tourists + Goods + Food > 1'''
 
*transportation level of any cargo > 1%
 
*transportation level of any cargo > 1%
*Tourists centre is built by the player during game play
+
*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 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 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.
+
If the Tourists Centre is at least 87.5% full for 3 months in a row, it plans to increase production twice.

Revision as of 06:44, 27 July 2008

Tourists centre

Tourists Centre

Documentation for beta 5

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:

{toc}

The Tourists Centre is the part of the ECS Town Vector.

Accepted and produced cargoes

The Tourists Centre produces Valuables if defined.

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

Construction

The Tourists Centre 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.

The Tourists Centre has very high probability (15) to be built by map generator and normal 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.

Production

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.

The Tourists Centre does not produce any cargo during first 93 days of life if built in game.

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).

Every 40 tourists, leaving the Tourists Centre, will take 4 units of goods (if there are goods waiting) for 1 unit of valuables.

Every 20 tourists, leaving the Tourists Centre, will bring 1 unit of valuables.

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.

Production change

The Tourists Centre uses 6 production levels.

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.