Difference between revisions of "ECS Basic Vector II. Coal Mine"
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'''''Coal Mine''''' |
'''''Coal Mine''''' |
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− | =Coal |
+ | =Coal mine= |
− | Drawn by Zimmlock |
+ | Drawn by Zimmlock, small fixes and CC support by George |
+ | Documentation for beta 5 |
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− | Graphics improvement and CC support by George |
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+ | The Coal mine is the part of the [[ECSTownVector|ECS Town Vector]]. |
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− | ==General data== |
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+ | ==Accepted and produced cargoes== |
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− | Coal mines produce coal. If coal is not transported, the coal mine will produce 5-10 tons of coal. In all other cases production depends upon the production level represented as the number (up to 128, the ultimate production level), multiplied by 8 when no machinery is waiting, by 20 when at least 1 machinery unit is waiting, by 12 when machinery is undefined. |
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+ | The Coal mine produces Coal. |
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− | This way the coal mine will support a smooth production level. |
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+ | The Coal mine accepts Vehicles if defined. |
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− | At the highest production level, 8 units of machinery are processed per month. With every level below this, the amount of processed machinery units is halved (down to the lowest production level of 1 machinery unit during 4 months). A coal mine cannot be built by a player. |
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+ | The Coal mine does not accept any cargo during first 93 days of life if built in game. |
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− | Coal mines support company colours. |
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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 50% of capacity, at which point the industry will start accepting cargo again. |
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− | ==Coal body and reserves== |
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+ | ||Level|Machinery|Machinery (50%) |
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− | Every coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 75% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal body. |
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+ | Very low|171|85 |
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− | When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning. |
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+ | |||
+ | Low|245|122 |
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+ | |||
+ | Normal|350|175 |
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+ | |||
+ | High|501|250 |
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+ | |||
+ | Very high|716|358 |
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+ | |||
+ | Ultimate|1023|511||Acceptance limit can be disabled with parameter of [[ECSBasicVector|ECS Basic Vector]] |
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+ | |||
+ | ==Construction== |
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+ | |||
+ | The Coal mine can not be built by a player in a game. It should be prospected instead. It has 78% probability to be prospected near other Coal mine (at most 60 tiles away) and 25% probability far from it. Prospecting cost is £747,700 468,750/$1,495,400 in game, in case of inflation is off. Construction conditions for SE and map generator are represented in the table. |
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+ | |||
+ | ||'''SE'''|'''Condition''' |
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+ | |||
+ | <center>+</center>|Build on dry land |
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+ | |||
+ | <center>+</center>|Build on flat land |
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+ | |||
+ | <center>–</center>|Build > 1 tiles away from desert tile |
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+ | |||
+ | <center>–</center>|Build at least 8 tiles away from Tz0 |
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+ | |||
+ | <center>–</center>|Build > 16 tiles from a Steel mill |
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+ | |||
+ | <center>–</center>|Build > 16 tiles from a Glass works |
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+ | |||
+ | <center>–</center>|Build > 32 tiles from a Power plant |
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+ | |||
+ | <center>–</center>|Build > 8 tiles from a Coal mine||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions] |
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+ | |||
+ | The Coal mine has Normal probability (6) to be built by map generator and low probability (3) to be built during game play. |
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+ | |||
+ | ==Production== |
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+ | |||
+ | The Coal mine uses 124 production levels, represented in % from 3% to 100%. |
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+ | |||
+ | 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. |
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+ | |||
+ | The Coal mine does not produce any cargo during first 93 days of life if built in game. |
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+ | |||
+ | When vehicles are not defined, Coal mine uses formula (2) to calculate production). When vehicles are defined, Coal mine uses formula (1) if there vehicles are waiting, and (3) if not. |
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+ | |||
+ | ||'''250 * level% / 100%'''|<center>(1)</center> |
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+ | |||
+ | '''150 * level% / 100%'''|<center>(2)</center> |
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+ | |||
+ | '''100 * level% / 100%'''|<center>(3)</center>||At the highest production level, 1 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 4 months). |
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==Production change== |
==Production change== |
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+ | Production change happens on the 1-st day of every month. |
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− | Changing production level depends on the amount of cargo transported. If less than 60% of produced cargo is transported, production goes down, while if more than 85% is transported, it goes up with 12.5% probability, and goes up smoothly in the other case. |
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+ | The Coal mine does not change production level during first 93 days of life if built in game. |
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− | For values 60% - 75% and 75% - 85% a smooth production change is applied which means production levels change by -1 and +1 respectively. Currently the smooth production change only works in OTTD. |
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+ | On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions: |
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− | When all of the known coal body has been extracted, the coal mine closes immediately. |
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+ | *last one on the map |
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+ | *younger than 10 years |
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+ | *transportation level > 75% |
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+ | Protection can be changed with parameter of [[ECSBasicVector|ECS Basic Vector]] to the following protection conditions: |
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− | Coal mine uses [[ECSVectorsGeneralInformation|advanced closure mechanism]] when: it is at least 10 years old, it is not the last one on the map, it has the lowest production level, transportation level is below 75%. |
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+ | *last one on the map |
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+ | *younger than 10 years |
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+ | *transportation level > 1% |
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+ | *Coal mine is built by the player during game play |
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+ | Coal mine can have closure protections unless exhausted with parameter of [[ECSBasicVector|ECS Basic Vector]] |
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− | ==Stockpile size== |
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+ | Production change happens according on amount of cargo transported. |
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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 50% of capacity, at which point the industry will start accepting cargo again. |
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+ | ||'''Transportation'''|'''Production change''' |
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− | ||Level|Machinery|Machinery (50%) |
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+ | <center>< 25%</center>|divide production level by 2 if current level above 6% |
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− | Very low|171|85 |
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+ | <center>-"-</center>|decrease production level by 1 if current level 3% – 6% |
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− | Low|245|122 |
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+ | <center>25% – 49%</center>|decrease production level by 1 |
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− | Normal|350|175 |
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+ | <center>51% – 75%</center>|increase production level by 1 |
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− | High|501|250 |
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+ | <center>>75%</center>|increase production level by 1 with 75% probability |
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− | Very high|716|358 |
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+ | <center>-"-</center>|multiply production level by 2||When all of the known coal body has been extracted, the Coal mine closes immediately. |
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− | Ultimate|1023|511|| |
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+ | ==Features== |
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− | ==Possible locations== |
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+ | The Coal mine has one of 8 possible layouts. New layouts are welcome (:biggrin:) |
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− | Coal mines should be built on flat land far from towns (Rz0 + 6 < Ed). They can't be built near other coal mines, power plants, glass works, steel mills. |
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+ | The Coal mine can have a special "Mammoth" layout that has 1.5 times higher capacity and output. |
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− | ==Specials== |
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+ | |||
+ | When built by the player during a game, the Coal mine will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Coal mine will pick up the colour randomly. |
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+ | |||
+ | ===Coal body and reserves=== |
||
+ | |||
+ | Every Coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 75% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal body. |
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+ | |||
+ | When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning. |
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+ | Body limit can be disabled with parameter of [[ECSBasicVector|ECS Basic Vector]] |
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− | Coal mine has special "Mammoth" layout, that has 1.5 times higher capacity and output. |
Revision as of 07:58, 27 July 2008
Coal Mine
Coal mine
Drawn by Zimmlock, small fixes and CC support by George
Documentation for beta 5
The Coal mine is the part of the ECS Town Vector.
Accepted and produced cargoes
The Coal mine produces Coal.
The Coal mine accepts Vehicles if defined.
The Coal 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 parameter of ECS Basic Vector
Construction
The Coal mine can not be built by a player in a game. It should be prospected instead. It has 78% probability to be prospected near other Coal mine (at most 60 tiles away) and 25% probability far from it. Prospecting cost is £747,700 468,750/$1,495,400 in game, in case of inflation is off. Construction conditions for SE and map generator are represented in the table.
||SE|Condition
|Build on dry land
|Build on flat land
|Build > 1 tiles away from desert tile
|Build at least 8 tiles away from Tz0
|Build > 16 tiles from a Steel mill
|Build > 16 tiles from a Glass works
|Build > 32 tiles from a Power plant
|Build > 8 tiles from a Coal mine||of Location/Positioning Conditions
The Coal mine has Normal probability (6) to be built by map generator and low probability (3) to be built during game play.
Production
The Coal 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.
The Coal mine does not produce any cargo during first 93 days of life if built in game.
When vehicles are not defined, Coal mine uses formula (2) to calculate production). When vehicles are defined, Coal mine uses formula (1) if there vehicles are waiting, and (3) if not.
||250 * level% / 100%|
150 * level% / 100%|
100 * level% / 100%|
||At the highest production level, 1 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 4 months).
Production change
Production change happens on the 1-st day of every month.
The Coal 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 parameter of ECS Basic Vector to the following protection conditions:
- last one on the map
- younger than 10 years
- transportation level > 1%
- Coal mine is built by the player during game play
Coal mine can have closure protections unless exhausted with parameter of ECS Basic Vector
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||When all of the known coal body has been extracted, the Coal mine closes immediately.
Features
The Coal mine has one of 8 possible layouts. New layouts are welcome (:biggrin:)
The Coal mine can have a special "Mammoth" layout that has 1.5 times higher capacity and output.
When built by the player during a game, the Coal mine will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Coal mine will pick up the colour randomly.
Coal body and reserves
Every Coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 75% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal 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 parameter of ECS Basic Vector