ECS Basic Vector II. Power plant

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Power plant

Power plant

Drawn by Zimmlock, small fixes, Company Colours support and snowed version by George

The Power plant is the part of the ECS Basic Vector II.

Accepted and produced cargoes

The Power plant produces Sulphur if defined.

The Power plant accepts Coal, Oil (on certain conditions) if defined.

The Power plant 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 66% of capacity, at which point the industry will start accepting cargo again.

Coal capacity is calculated as 2100*coal storage slots

Oil capacity is calculated as 2500*coal storage slots

Acceptance limit can be disabled with parameter of ECS Basic Vector II

There are 0 oil storage slots by default. After 1950-th one coal storage slot is changed to oil storage slot (randomly). If Power plant is supplied with oil, coal storage slots start to transform to oil storage slots (randomly). Backward transformation is not allowed.

Construction

The Power plant can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 144 that means the building cost is £421,875/$843,750 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 least 100 tiles away from Tz0

|Build > 16 tiles from a Coal mine

|Build > 16 tiles from a Oil wells

|Build > 96 tiles from a Power plant||of Location/Positioning Conditions

The Power plant has low probability (2) to be built by map generator and very low probability (1) to be built during game play.

Production

The Power plant uses 124 production levels, represented in % from 3% to 100%.

The level change is based on amount of energy, generated by power plant. Every 1 ton of coal is transformed into 7.5 MW/h of Energy, 1000 litres of oil is transformed into 10.3 MW/h of Energy

 4474 * 60     02 0A 71 89

                40 20 FF FF 00 00 \2+

                41 00 FF FF 00 00

                04 21 00 00 00 00 00 09 00 00 00

                2D 00 0A 00 00 00 63 00 00 00

                24 00 00 02 00 00 FF 03 00 00

                22 00 00 04 00 00 FF FF FF FF

                00 80

Production change

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

The Power plant 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 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
  • amount of Steel + Glass/3 + Dyes > 1
  • transportation level > 1%
  • Power plant 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

< 25%

|divide production level by 2 if current level above 6%

-"-

|decrease production level by 1 if current level 3% – 6%

25% – 49%

|decrease production level by 1

51% – 75%

|increase production level by 1

>75%

|increase production level by 1 with 75% probability

-"-

|multiply production level by 2||

Features

The Power plant has one of 24 possible layouts. New layouts are welcome (:biggrin:)

The Power plant is covered with snow when located above snow line.

When built by the player during a game, the Power plant will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Power plant will pick up the colour randomly with one exception. The white colour would be changed to yellow.

The Power plant changes graphics over time (following [1]'s second parameter). The change occurs independently for each tile. If [2] is not detected, the Power plant follows TTRSv3's default era time sequence.

Era 1:

Era 2:

{imgsrc=http://www.george.zernebok.net/newgrf/newcargos/img/Power plant-e2-snowed.png width= height= align= desc= link= }

Era 3:

{imgsrc=http://www.george.zernebok.net/newgrf/newcargos/img/Power plant-e3-snowed.png width= height= align= desc= link= }

Era 4:

{imgsrc=http://www.george.zernebok.net/newgrf/newcargos/img/Power plant-e4-snowed.png width= height= align= desc= link= }