ECS Chemical Vector II. Chemical plant

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Chemical plant

Chemical plant

Drawn by andythenorth, small fixes and snowed version by George

The Chemical plant is the part of the ECS Chemical Vector II.

Accepted and produced cargoes

The Chemical plant  produces Dyes and Fertiliser.

The Chemical plant  accepts Refined products, Sulphur and Potash if defined.

The Chemical 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 75% of capacity, at which point the industry will start accepting cargo again.

||Level|Refined products (litres)|Refined products (75%)|Sulphur (tons)|Sulphur (75%)|Potash (tons)|Potash (75%)

Very low|4034|3025|1345|1008|1345|1008

Low|5762|4322|1921|1441|1921|1441

Normal|8232|6174|2744|2058|2744|2058

High|11760|8820|3920|2940|3920|2940

Very high|16800|12600|5600|4200|5600|4200

Ultimate|24000|18000|8000|6000|8000|6000

||Acceptance limit can be disabled with parameter of ECS Chemical Vector II

Construction

The Chemical plant  can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 168 that means the building cost is £492'187/$984'375/€984'375 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 most 16 tiles away from Tz0

|Build > 16 tiles from a Oil refinery

|Build > 16 tiles from a Potash mine

|Build > 16 tiles from a Power plant

|Build > 16 tiles from a Chemical plant ||of Location/Positioning Conditions

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

Production

The Chemical plant  uses 6 production levels.

Calculations

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

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 base values are 16 for Refined products and 8 for Sulphur and Potash (R0, R1 and R2). Base values are multiplied by the level based multiplier. The result is decreased if amount of corresponding cargo waiting is less, than the calculated values (R0, R1 and R2). Values RC and RD are % of cargo transported last month.

In case RC + RD = 0 the following calculation happens R3 = R0 / 2 and R4 = R0 /2 and in case if not R3 = R0 * RC / (RC + RD) / 2 and R4 = R0 * RD / (RC + RD) / 2.

Then effectiveness factors are applied R4 = R4 * 85%, R3 = R3 * 85% + R4 * 5%.

Then processing of Sulphur and Potash is calculated as R4 = R4 + R1 * 90% + R2 * 90%.

||Level|Multiplier

Very low|1

Low|2

Normal|4

High|9

Very high|19

Ultimate|41||Resulting values R0, R1 and R2 are amounts of Refined products, Sulphur and Potash processed, and R3 and R4 are amounts of Dyes and Fertiliser produced.

Production change

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

The Chemical plant  does 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 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  • amount of Refined products + Sulphur + Potash > 1024

Protection can be changed with parameter of ECS Chemical 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 Refined products + Sulphur + Potash > 1
  • transportation level > 1%
  • Chemical plant  is built by the player during game play

Changing production level is calculated by comparing the sum of Refined products + Sulphur + Potash waiting with the value shown in the table.

The industry can increase production level by one, and decrease it to any level.

||

Level

|

Decrease

|

Increase

Very low| |216

Low|144|432

Normal|288|864

High|648|1944

Very high|1368|4104

Ultimate|2952| ||Level increasing on Normal level and above happens only if dyes or fertiliser transportation level is > 50%

Features

The Chemical plant  has one of 8 possible layouts. New layouts are welcome (:biggrin:)

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

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