Difference between revisions of "ECS Basic Vector II. Glass works"

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Drawn by andythenorth, completely retextured and improved by George
 
Drawn by andythenorth, completely retextured and improved by George
   
  +
The Glass works is the part of the [[ECSBasicVector|ECS Basic Vector II]].
==General data==
 
   
  +
==Accepted and produced cargoes==
Glass works process sand and coal and produce glass. Glass works can be built by a player. Building cost is £445'312/$890'625/€890'625. Glass works have 6 possible layouts.
 
   
 
The Glass works produces Glass.
Both cargoes are a must. On the lowest production level the missing cargo would be taken from internal resources, but only when the other cargo is transported to the industry. Glass works production is calculated from 6 furnaces. Initial values for furnaces is shown in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed).
 
  +
  +
The Glass works accepts Sand, Coal, Potash (if defined).
  +
  +
The Glass works 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|Sand|Sand (75%)|Coal|Coal (75%)
  +
 
Very low|3275|4367|1740|2320
  +
  +
Low|4367|5823|2320|3093
  +
 
Normal|5823|7764|3093|4125
  +
  +
High|7764|10352|4125|5499
  +
 
Very high|10352|13803|5499|7333
  +
  +
Ultimate|13803|18403|7333|9777||Acceptance limit can be disabled with parameter of [[ECSBasicVector|ECS Basic Vector II]]
  +
  +
==Construction==
  +
  +
The Glass works can be built by a player both in a game and in the scenario editor. Construction cost is £445'312/$890'625/€890'625 in game, in case of inflation is off. Construction conditions are represented in the table.
  +
  +
||'''SE'''|'''Condition'''
  +
  +
<center>+</center>|Build on dry land
  +
  +
<center>+</center>|Build on flat land
  +
  +
<center>&ndash;</center>|Build at least 16 tiles away from Tz0
  +
  +
<center>&ndash;</center>|Build &gt; 16 tiles from a Sand pit
  +
  +
<center>&ndash;</center>|Build &gt; 16 tiles from a Coal mine
  +
  +
<center>&ndash;</center>|Build &gt; 8 tiles from a The Glass works||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions]
  +
  +
The Glass works has Normal probability (4) to be built by map generator and low probability (2) to be built during game play.
  +
  +
==Production==
  +
 
Both cargoes are a must. On the lowest production level the missing cargo would be taken from internal resources, but only when the other cargo is transported to the industry. Glass works production is calculated from 6 furnaces. Initial values for furnaces are shown in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed).
   
 
Amount of material used is calculated as '''coal = 0.2 * glass''', '''sand = 0.4 * glass'''.
 
Amount of material used is calculated as '''coal = 0.2 * glass''', '''sand = 0.4 * glass'''.
Line 48: Line 92:
 
==Production change==
 
==Production change==
   
  +
The Glass works uses 7 production levels, meaning number of furnaces being on (from 0 to 6).
Changing production level is calculated by comparing the amount of cargo waiting and amount of material, required for production. If there is not enough cargo waiting, production changes. Industry can rise production by 1 and decrease to any value.
 
  +
  +
Production change happens on the 1-st day of every month.
  +
  +
The Glass works does not change production level during first 93 days of life if built in game.
  +
 
Changing production level is calculated by comparing the amount of cargo waiting and amount of material, required for production. If there is not enough cargo waiting, production changes. Industry can rise production by 1 level and decrease to any value.
   
 
Increasing production on high production levels also requires at least 50% of glass being transported.
 
Increasing production on high production levels also requires at least 50% of glass being transported.
   
  +
On the lowest production level advanced closure mechanism is applied with the following protection conditions:
When industry has a very low production level and did not produce enough cargo last month, it tests close down conditions. Industries in service have a close down chance reduced by 50%. Newly built industries can be closed only if they are at least 2 year old. Industries, built by the random map generator or map editor, can be closed only if they are at least 5 year old. A close down chance is 3%.
 
  +
*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 &gt; 75%
  +
  +
Protection can be changed with parameter of [[ECSBasicVector|ECS Basic Vector II]] 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 &gt; 1%
  +
*The Glass works is built by the player during game play
   
 
Conditions for number of furnace going up
 
Conditions for number of furnace going up
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Where Current production specifies amount of glass produced every 256 ticks.
 
Where Current production specifies amount of glass produced every 256 ticks.
   
==Stockpile size==
+
==Features==
 
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|Sand|Sand (75%)|Coal|Coal (75%)
 
   
  +
The Glass works has one of 6 possible layouts. New layouts are welcome (:biggrin:)
Very low|4367|3275|5414|4060
 
   
  +
The Glass works is covered with snow when located above snow line.
Low|5823|4367|7218|5414
 
 
Normal|7764|5823|9624|7218
 
 
High|10352|7764|12832|9624
 
 
Very high|13803|10352|17109|12832
 
 
Ultimate|18403|13803|22813|17109||
 
 
==Possible locations==
 
 
Glass works should be built on flat land far from towns (Rz0 + 16 &lt; Ed). They can't be built near other Glass works, factories, coal and sand pits.
 
 
==Features==
 
   
  +
When built by the player during a game, The Glass works will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, The Glass works will pick up the colour randomly.
Glass works support snow.
 

Revision as of 13:00, 26 December 2010

Glass works

Glass works

Drawn by andythenorth, completely retextured and improved by George

The Glass works is the part of the ECS Basic Vector II.

Accepted and produced cargoes

The Glass works produces Glass.

The Glass works accepts Sand, Coal, Potash (if defined).

The Glass works 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|Sand|Sand (75%)|Coal|Coal (75%)

Very low|3275|4367|1740|2320

Low|4367|5823|2320|3093

Normal|5823|7764|3093|4125

High|7764|10352|4125|5499

Very high|10352|13803|5499|7333

Ultimate|13803|18403|7333|9777||Acceptance limit can be disabled with parameter of ECS Basic Vector II

Construction

The Glass works can be built by a player both in a game and in the scenario editor. Construction cost is £445'312/$890'625/€890'625 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 at least 16 tiles away from Tz0

|Build > 16 tiles from a Sand pit

|Build > 16 tiles from a Coal mine

|Build > 8 tiles from a The Glass works||of Location/Positioning Conditions

The Glass works has Normal probability (4) to be built by map generator and low probability (2) to be built during game play.

Production

Both cargoes are a must. On the lowest production level the missing cargo would be taken from internal resources, but only when the other cargo is transported to the industry. Glass works production is calculated from 6 furnaces. Initial values for furnaces are shown in the table (production data is calculated for 8 cycles a month. During game play, there are 8 or 9 cycles, while the total amount of distributed cargo is adjusted with property for minimal amount of cargo distributed).

Amount of material used is calculated as coal = 0.2 * glass, sand = 0.4 * glass.

Every furnace can be upgraded to the best one for the current date. The smallest furnace is upgraded first.

||Num\Year|1920|1950|1975|2000|2020|2040

1|15|20|25|33|43|56

2|21|27|35|46|60|78

3|29|38|50|65|84|109

4|41|54|70|90|118|153

5|58|75|97|127|165|214

6|81|105|136|177|230|300||Production of glass:

||Level|Furnaces on|1920|1950|1975|2000|2020|2040

Very low|1|120|156|203|264|343|446

Low|2|288|374|487|633|823|1069

Normal|3|523|680|884|1149|1494|1943

High|4|852|1108|1441|1873|2435|3165

Very high|5|1313|1708|2220|2886|3751|4877

Ultimate|6|1959|2547|3310|4304|5595|7273

Limit|6|3872|5034|6544|8508|11060|14378||* Limit means ultimate production level (6 furnaces are on) where all furnaces are upgraded.

Production change

The Glass works uses 7 production levels, meaning number of furnaces being on (from 0 to 6).

Production change happens on the 1-st day of every month.

The Glass works does not change production level during first 93 days of life if built in game.

Changing production level is calculated by comparing the amount of cargo waiting and amount of material, required for production. If there is not enough cargo waiting, production changes. Industry can rise production by 1 level and decrease to any value.

Increasing production on high production levels also requires at least 50% of glass being transported.

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 Basic Vector II 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 Glass works is built by the player during game play

Conditions for number of furnace going up

(Current production * 9.6 < Amount of sand stored) and (Current production * 4.8 < Amount of coal stored)

Conditions for number of furnace going down

(Current production * 3.2 > Amount of sand stored) or (Current production * 1.6 > Amount of coal stored)

Where Current production specifies amount of glass produced every 256 ticks.

Features

The Glass works has one of 6 possible layouts. New layouts are welcome (:biggrin:)

The Glass works is covered with snow when located above snow line.

When built by the player during a game, The Glass works will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, The Glass works will pick up the colour randomly.