Difference between revisions of "ECS Town Vector. Factory"
(headers, tables and links fixed, added category and images) |
m (Changed structure) |
||
Line 1: | Line 1: | ||
− | =General data= |
+ | ==General data== |
Drawn by Zimmlock, small fixes and CC support by George |
Drawn by Zimmlock, small fixes and CC support by George |
||
Line 7: | Line 7: | ||
The Factory is the part of the [[ECS Town Vector]]. |
The Factory is the part of the [[ECS Town Vector]]. |
||
− | =Accepted and produced cargoes= |
+ | ==Accepted and produced cargoes== |
The Factory produces Goods. |
The Factory produces Goods. |
||
Line 31: | Line 31: | ||
|- |
|- |
||
|Ultimate||5000||3750||16000||12000||8000||6000 |
|Ultimate||5000||3750||16000||12000||8000||6000 |
||
+ | |} |
||
− | + | Acceptance limit can be disabled with parameter of [[ECS Town Vector]] |
|
− | =Construction= |
+ | ==Construction== |
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 £468,750/$937,500 in game, in case of inflation is off. Construction conditions are represented in the table. |
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 £468,750/$937,500 in game, in case of inflation is off. Construction conditions are represented in the table. |
||
Line 55: | Line 56: | ||
|- |
|- |
||
|<center>–</center>||Build > 16 tiles from a Factory |
|<center>–</center>||Build > 16 tiles from a Factory |
||
+ | |} |
||
− | + | [[ECS Vectors. Location/Positioning Conditions| 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. |
The Factory has low probability (2) to be built by map generator and very low probability (1) to be built during game play. |
||
− | =Production= |
+ | ==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. |
||
Line 89: | Line 91: | ||
|- |
|- |
||
|Ultimate||210||625||375 |
|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. |
On the second step these values are reduced according to amount of material waiting. |
||
Line 99: | Line 102: | ||
|- |
|- |
||
|'''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 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 121: | Line 125: | ||
*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 141: | Line 145: | ||
|- |
|- |
||
|Ultimate||1500|| |
|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== |
+ | ===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 164: | Line 169: | ||
|} |
|} |
||
− | =Features= |
+ | ==Features== |
The Factory has one of 24 possible layouts. New layouts are welcome (:biggrin:) |
The Factory has one of 24 possible layouts. New layouts are welcome (:biggrin:) |
Revision as of 14:24, 18 June 2011
General data
Drawn by Zimmlock, small fixes and CC support by George
The Factory is the part of the ECS Town Vector.
Accepted and produced cargoes
The Factory produces Goods.
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
Construction
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 £468,750/$937,500 in game, in case of inflation is off. Construction conditions are represented in the table.
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
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
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.
The Factory does not produce any cargo during first 93 days of life if built in game.
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 | |
Goods new = 375 * level% / 200% |
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 (reduced 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 |
---|---|
divide production level by 2 if current level above 6% | |
decrease production level by 1 if current level 3% – 6% | |
decrease production level by 1 | |
increase production level by 1 | |
increase production level by 1 with 75% probability | |
multiply production level by 2 |
Features
The Factory has one of 24 possible layouts. New layouts are welcome (:biggrin:)
The Factory is covered with snow when located above snow line.
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 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:
Era 2:
Era 3:
Era 4: