Difference between revisions of "ECS Chemical Vector II. Oil rig"

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[[Category:ECS Vectors Industries]][[Category:ECS Chemical Vector II]]
 
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{| style="width: 100%;" border="1"
'''''Oil rig'''''
 
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|- valign="top"
 
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| style="width: 33%;" | << [[ECS Chemical Vector II. Oil wells]] || align="center" style="width: 34%;"| [[ECS Chemical Vector II]] || align="right" style="width: 33%;"| [[ECS Chemical Vector II. Oil Refinery]] >>
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|}
  +
__TOC__
 
Valid for ECS 1.1
 
Valid for ECS 1.1
   
  +
==General data==
=Oil rig=
 
   
 
Drawn by Red*Star, company colour support by George
 
Drawn by Red*Star, company colour support by George
   
  +
[[File:Ecs_oilrig.png]]
The Oil rig is the part of the [[ECSChemicalVector|ECS Chemical Vector II]].
 
   
  +
The Oil rig is the part of the [[ECS Chemical Vector II]].
==Accepted and produced cargoes==
 
   
  +
==Cargoes==
The Oil rig produces Oil.
 
  +
  +
===Accepting===
   
 
The Oil rig processes passengers.
 
The Oil rig processes passengers.
Line 20: Line 25:
 
Cargo acceptance is limited by Oil rig's capacity, Passengers above capacity are rejected.
 
Cargo acceptance is limited by Oil rig's capacity, Passengers above capacity are rejected.
   
  +
{|
||Level|Passengers|Passengers (reduced)
 
  +
!Level!!Passengers!!Passengers (reduced)
  +
|-
  +
|Very low||128||112
  +
|-
  +
|Low||144||128
  +
|-
  +
|Normal||160||144
  +
|-
  +
|High||176||160
  +
|-
  +
|Very high||192||176
  +
|-
  +
|Ultimate||208||192
  +
|}
  +
Passengers are processed every 8-th production cycle (usually once a month). The first team leaves the oil rig, providing free place for a new team.
   
  +
===Production===
Very low|128|112
 
   
  +
The Oil rig produces Oil.
Low|144|128
 
   
  +
The Oil rig does not produce any cargo during first 93 days of life if built in game.
Normal|160|144
 
 
High|176|160
 
 
Very high|192|176
 
 
Ultimate|208|192||
 
 
==Construction==
 
 
The Oil rig cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Oil rig (at most 64 tiles away) and 25% probability far from it. Prospecting cost is &pound;747,700/$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'''
 
 
<center>+</center>|Build on water
 
 
<center>+</center>|Build on flat land
 
 
<center>&ndash;</center>|Build at least 16 tiles away from land
 
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Oil refinery
 
 
<center>&ndash;</center>|Build &gt; 8 tiles from a Oil rig||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions]
 
 
The Oil rig has zero probability (0) to be built by map generator and normal probability (5) to be built during game play.
 
 
==Production==
 
   
 
The Oil rig uses 124 production levels, represented in % from 3% to 100%.
 
The Oil rig uses 124 production levels, represented in % from 3% to 100%.
 
Passengers are processed every 8-th production cycle (usually once a month). The first team leaves the oil rig, providing free place for a new team.
 
   
 
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.
 
The Oil rig does not produce any cargo during first 93 days of life if built in game.
 
   
 
Amount of oil produced during one cycle depends on amount of passengers on board
 
Amount of oil produced during one cycle depends on amount of passengers on board
   
  +
{|
||<center>'''Passengers'''</center>|<center>'''Oil'''</center>
 
  +
!<center>Passengers</center>!!<center>Oil</center>
  +
|-
  +
|0-47||125 * level% / 100%
  +
|-
  +
|48-95||250 * level% / 100%
  +
|-
  +
|96-||375 * level% / 100%
  +
|}
  +
Amount of Oil produced is reduced to 1000 litres of Oil per cycle if no Oil is transported.
   
  +
===Production change===
0-47|125 * level% / 100%
 
 
48-95|250 * level% / 100%
 
 
96-|375 * level% / 100%||Amount of Oil produced is reduced to 1000 litres of Oil per cycle if no Oil is transported.
 
 
==Production change==
 
   
 
Production change happens on the 1-st day of every month.
 
Production change happens on the 1-st day of every month.
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*last one on the map
 
*last one on the map
 
*younger than 10 years
 
*younger than 10 years
*transportation level &gt; 75%
+
*transportation level > 75%
   
Protection can be changed with parameter of [[ECSChemicalVector|ECS Chemical Vector II]] to the following protection conditions:
+
Protection can be changed with parameter of [[ECS Chemical Vector II]] to the following protection conditions:
 
*last one on the map
 
*last one on the map
 
*younger than 10 years
 
*younger than 10 years
*transportation level &gt; 1%
+
*transportation level > 1%
 
*Oil rig is built by the player during game play
 
*Oil rig is built by the player during game play
   
Oil rig can have closure protections unless exhausted with parameter of [[ECSChemicalVector|ECS Chemical Vector II]]
+
Oil rig can have closure protections unless exhausted with parameter of [[ECS Chemical Vector II]]
   
 
Production change happens according on amount of cargo transported.
 
Production change happens according on amount of cargo transported.
   
  +
{|
||<center>'''Transportation'''</center>|<center>'''Level'''</center>|<center>'''Production change'''</center>
 
  +
!<center>Transportation</center>!!<center>Level</center>!!<center>Production change</center>
  +
|-
  +
| rowspan="2" |<center>< 25%</center>||< 6%||decrease production level by 1
  +
|-
  +
|> 6%||divide production level by 2
  +
|-
  +
|<center>25% &ndash; 50%</center>||any||decrease production level by 1
  +
|-
  +
| rowspan="2" |<center>50% &ndash; 75%</center>||< 13%||increase production level by 1
  +
|-
  +
|> 13%||decrease production level by 1
  +
|-
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| rowspan="2" |<center>75% &ndash; 87%</center>||< 13%||increase production level by 1 with 75% probability
  +
multiply production level by 2 with 25% probability
  +
|-
  +
|> 13%||increase production level by 1
  +
|-
  +
| rowspan="2" |<center>> 87%</center>||< 50%||increase production level by 1 with 75% probability
  +
multiply production level by 2 with 25% probability
  +
|-
  +
|> 50%||increase production level by 1
  +
|}
  +
When all of the known oil body has been extracted, the Oil rig closes immediately.
   
  +
==Construction==
<center>&lt; 25%</center>|&gt; 6%|divide production level by 2
 
   
  +
The Oil rig has one of 11 possible layouts. New layouts are welcome (:biggrin:)
<center>&lt; 25%</center>|&lt; 6%|decrease production level by 1
 
   
  +
The Oil rig has zero probability (0) to be built by map generator and very high probability (5) to be built during game play.
<center>25% &ndash; 49%</center>|&lt; 13%|decrease production level by 1
 
   
  +
The Oil rig cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Oil rig (at most 64 tiles away) and 25% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.
<center>25% &ndash; 74%</center>|&gt; 13%|decrease production level by 1
 
   
  +
When prospected by the player during a game, the Oil rig will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Oil rig will pick up the colour randomly.
<center>51% &ndash; 75%</center>|&lt; 13%|increase production level by 1
 
   
  +
{|
<center>&gt; 75%</center>|&lt; 13%|increase production level by 1 with 75% probability
 
  +
!SE!!Condition
 
  +
|-
<center>&gt; 75%</center>|&lt; 13%|multiply production level by 2 with 25% probability
 
  +
|<center>+</center>||Build on water
 
  +
|-
<center>75% &ndash; 87%</center>|&lt; 50%|increase production level by 1 with 75% probability
 
  +
|<center>+</center>||Build on flat land
 
  +
|-
<center>75% &ndash; 87%</center>|&lt; 50%|multiply production level by 2 with 25% probability
 
  +
|<center>&ndash;</center>||Build at least 16 tiles away from land
 
  +
|-
<center>&gt; 75%</center>|&gt; 50%|increase production level by 1|| When all of the known oil body has been extracted, the Oil rig closes immediately.
 
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Chemical Vector II. Oil Refinery| Oil refinery]]
  +
|-
  +
|<center>&ndash;</center>||Build > 8 tiles from a Oil rig
  +
|}
  +
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
   
 
==Features==
 
==Features==
   
  +
The Oil rig supports company colours.
The Oil rig has one of 11 possible layouts. New layouts are welcome (:biggrin:)
 
 
When built by the player during a game, the Oil rig will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Oil rig will pick up the colour randomly.
 
   
===Oil body and reserves===
+
'''Oil body and reserves'''
   
 
Every Oil rig has a fixed oil body randomly predetermined during the construction phase at between 100Kt and 1600Kt. The size of the oil body is unknown to the player. At the beginning, the Oil rig sees a reserve of 10 to 30% of the oil body. When the amount of oil transported is above 60% a month, new reserves of oil may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined oil body. Oil rig has 50% probability to find new resources when all known resources are exhausted if amount of resources known is smaller than defined in predetermined body.
 
Every Oil rig has a fixed oil body randomly predetermined during the construction phase at between 100Kt and 1600Kt. The size of the oil body is unknown to the player. At the beginning, the Oil rig sees a reserve of 10 to 30% of the oil body. When the amount of oil transported is above 60% a month, new reserves of oil may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined oil body. Oil rig has 50% probability to find new resources when all known resources are exhausted if amount of resources known is smaller than defined in predetermined body.
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When the Oil rig plans to exhaust all the reserves within 24 or 12 months, it generates a warning.
 
When the Oil rig plans to exhaust all the reserves within 24 or 12 months, it generates a warning.
   
Body limit can be disabled with parameter of [[ECSChemicalVector|ECS Chemical Vector II]]
+
Body limit can be disabled with parameter of [[ECS Chemical Vector II]]

Latest revision as of 04:57, 20 September 2011

<< ECS Chemical Vector II. Oil wells ECS Chemical Vector II ECS Chemical Vector II. Oil Refinery >>

Valid for ECS 1.1

General data

Drawn by Red*Star, company colour support by George

Ecs oilrig.png

The Oil rig is the part of the ECS Chemical Vector II.

Cargoes

Accepting

The Oil rig processes passengers.

The Oil rig does not accept any cargo during first 93 days of life if built in game.

Cargo acceptance is limited by Oil rig's capacity, Passengers above capacity are rejected.

Level Passengers Passengers (reduced)
Very low 128 112
Low 144 128
Normal 160 144
High 176 160
Very high 192 176
Ultimate 208 192

Passengers are processed every 8-th production cycle (usually once a month). The first team leaves the oil rig, providing free place for a new team.

Production

The Oil rig produces Oil.

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

The Oil rig 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.

Amount of oil produced during one cycle depends on amount of passengers on board

Passengers
Oil
0-47 125 * level% / 100%
48-95 250 * level% / 100%
96- 375 * level% / 100%

Amount of Oil produced is reduced to 1000 litres of Oil per cycle if no Oil is transported.

Production change

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

The Oil rig 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 Chemical Vector II to the following protection conditions:

  • last one on the map
  • younger than 10 years
  • transportation level > 1%
  • Oil rig is built by the player during game play

Oil rig can have closure protections unless exhausted with parameter of ECS Chemical Vector II

Production change happens according on amount of cargo transported.

Transportation
Level
Production change
< 25%
< 6% decrease production level by 1
> 6% divide production level by 2
25% – 50%
any decrease production level by 1
50% – 75%
< 13% increase production level by 1
> 13% decrease production level by 1
75% – 87%
< 13% increase production level by 1 with 75% probability

multiply production level by 2 with 25% probability

> 13% increase production level by 1
> 87%
< 50% increase production level by 1 with 75% probability

multiply production level by 2 with 25% probability

> 50% increase production level by 1

When all of the known oil body has been extracted, the Oil rig closes immediately.

Construction

The Oil rig has one of 11 possible layouts. New layouts are welcome (:biggrin:)

The Oil rig has zero probability (0) to be built by map generator and very high probability (5) to be built during game play.

The Oil rig cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Oil rig (at most 64 tiles away) and 25% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.

When prospected by the player during a game, the Oil rig will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Oil rig will pick up the colour randomly.

SE Condition
+
Build on water
+
Build on flat land
Build at least 16 tiles away from land
Build > 16 tiles from a Oil refinery
Build > 8 tiles from a Oil rig

Description of Location/Positioning Conditions

Features

The Oil rig supports company colours.

Oil body and reserves

Every Oil rig has a fixed oil body randomly predetermined during the construction phase at between 100Kt and 1600Kt. The size of the oil body is unknown to the player. At the beginning, the Oil rig sees a reserve of 10 to 30% of the oil body. When the amount of oil transported is above 60% a month, new reserves of oil may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined oil body. Oil rig has 50% probability to find new resources when all known resources are exhausted if amount of resources known is smaller than defined in predetermined body.

When the Oil rig plans to exhaust all the reserves within 24 or 12 months, it generates a warning.

Body limit can be disabled with parameter of ECS Chemical Vector II