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	<id>https://www.tt-wiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kraks</id>
	<title>TTWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://www.tt-wiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kraks"/>
	<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/wiki/Special:Contributions/Kraks"/>
	<updated>2026-05-01T04:58:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses&amp;diff=8707</id>
		<title>ECS Houses</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses&amp;diff=8707"/>
		<updated>2013-01-26T05:56:17Z</updated>

		<summary type="html">&lt;p&gt;Kraks: added links to new pages (ECS Houses - Construction shops and ECS Houses - Shops)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Agricultural Vector. Textile Mill]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Petrol stations]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F9D. ECS Houses provides houses to support ECS cargoes on the towns side.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Number!!Bit!!Meaning&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 1 (1920-1950)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 2 (1950-1980)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 3 (1980-2010)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 4 (2010-...)&lt;br /&gt;
|} When all bits are 0, &amp;quot;historical&amp;quot; (year based) appearance of houses is provided.&lt;br /&gt;
&lt;br /&gt;
==Houses==&lt;br /&gt;
&lt;br /&gt;
* [[ECS Houses. Petrol stations|Petrol stations]]&lt;br /&gt;
* [[ECS Houses. Statues|Statues]]&lt;br /&gt;
* [[ECS Houses. Hotels|Hotels]]&lt;br /&gt;
* [[ECS Houses. Banks|Banks (List)]] / [[ECS Houses. Banks Table|Banks (Table)]]&lt;br /&gt;
* [[ECS Houses. Post offices|Post offices]]&lt;br /&gt;
* [[ECS Houses. Shops|Shops]]&lt;br /&gt;
* [[ECS Houses. Construction shops|Construction shops]]&lt;br /&gt;
* [[ECS Houses. Car shops|Car shops]]&lt;br /&gt;
* [[ECS Houses. Water towers|Water towers]]&lt;br /&gt;
* [[ECS Houses. Churches|Churches]]&lt;br /&gt;
* [[ECS Houses. Houses|Houses]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Version 1.1.2!!Version 1.2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ecs_Townvector_1_1_2.png|410px]]||[[File:Ecs_Townvector_1_2_0.png|450px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses&amp;diff=8706</id>
		<title>ECS Houses</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses&amp;diff=8706"/>
		<updated>2013-01-26T05:54:40Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned cargo chains schema replaced with schemas for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Agricultural Vector. Textile Mill]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Petrol stations]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F9D. ECS Houses provides houses to support ECS cargoes on the towns side.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Number!!Bit!!Meaning&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 1 (1920-1950)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 2 (1950-1980)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 3 (1980-2010)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) houses of era 4 (2010-...)&lt;br /&gt;
|} When all bits are 0, &amp;quot;historical&amp;quot; (year based) appearance of houses is provided.&lt;br /&gt;
&lt;br /&gt;
==Houses==&lt;br /&gt;
&lt;br /&gt;
* [[ECS Houses. Petrol stations|Petrol stations]]&lt;br /&gt;
* [[ECS Houses. Statues|Statues]]&lt;br /&gt;
* [[ECS Houses. Hotels|Hotels]]&lt;br /&gt;
* [[ECS Houses. Banks|Banks (List)]] / [[ECS Houses. Banks Table|Banks (Table)]]&lt;br /&gt;
* [[ECS Houses. Post offices|Post offices]]&lt;br /&gt;
* [[ECS Houses. Car shops|Car shops]]&lt;br /&gt;
* [[ECS Houses. Water towers|Water towers]]&lt;br /&gt;
* [[ECS Houses. Churches|Churches]]&lt;br /&gt;
* [[ECS Houses. Houses|Houses]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Version 1.1.2!!Version 1.2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ecs_Townvector_1_1_2.png|410px]]||[[File:Ecs_Townvector_1_2_0.png|450px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector&amp;diff=8705</id>
		<title>ECS Agricultural Vector</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector&amp;diff=8705"/>
		<updated>2013-01-26T05:53:31Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned cargo chains schema replaced with schema for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]][[Category:ECS Agricultural Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Wood Vector. Printing Works]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Agricultural Vector. Fishing grounds]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Logoecsagricultural200.png|||right|Logo]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F97. The vector provides a couple of cargoes and industries, designed to supply towns with food (also one industry to supply towns with goods). Raw material industries supply the processing industries with material for producing food. Materials from other vectors are used as production boosting elements. Glass and dyes are used as a must material. If cargoes from other vectors are not defined, requirements are ignored.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Number!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||General behaviour change ([[ECS_Vectors_General_Information#General_behaviour_change_parameter|Description]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industries==&lt;br /&gt;
&lt;br /&gt;
* [[ECS Agricultural Vector. Fishing grounds|Fishing grounds]]&lt;br /&gt;
* [[ECS Agricultural Vector. Farm|Farm]]&lt;br /&gt;
* [[ECS Agricultural Vector. Fruit Plantation|Fruit Plantation]]&lt;br /&gt;
* [[ECS Agricultural Vector. Animal Farm|Animal Farm]]&lt;br /&gt;
* [[ECS Agricultural Vector. Tinning Factory|Tinning Factory]]&lt;br /&gt;
* [[ECS Agricultural Vector. Brewery|Brewery]]&lt;br /&gt;
* [[ECS Agricultural Vector. Food Plant|Food Plant]]&lt;br /&gt;
* [[ECS Agricultural Vector. Textile Mill|Textile Mill]]&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
===Cargoes list===&lt;br /&gt;
&lt;br /&gt;
Default cargoes&lt;br /&gt;
* Livestock (ID 04) has the weight multiplied by four about default and defined equal to 750 Kg per item.&lt;br /&gt;
* Food (ID 0B)&lt;br /&gt;
* Fruit (ID 0D)&lt;br /&gt;
&lt;br /&gt;
New cargoes&lt;br /&gt;
* Cereals (ID 06) unites grain, wheat and maize&lt;br /&gt;
* Fish (ID 0E)&lt;br /&gt;
* Wool (ID 0F) has a weight of 250 Kg per bale.&lt;br /&gt;
* Fertilizer (ID 15)&lt;br /&gt;
* Oil seeds (ID 16)&lt;br /&gt;
* Fibre crops (ID 1D)&lt;br /&gt;
&lt;br /&gt;
===Cargoes payment===&lt;br /&gt;
Payment for delivering 10 units (or 10 000 litres) of cargo a distance of 20 squares&lt;br /&gt;
&lt;br /&gt;
[[File:Ecsagriculturalcargopayments19.png]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_Agriculturalvector_1_2_0.png]]&lt;br /&gt;
&lt;br /&gt;
Note: Cargo chains schema is valid for both 1.1.2 and 1.2.0 versions.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Agriculturalvector_1_2_0.png&amp;diff=8704</id>
		<title>File:Ecs Agriculturalvector 1 2 0.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Agriculturalvector_1_2_0.png&amp;diff=8704"/>
		<updated>2013-01-26T05:53:07Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Wood_Vector&amp;diff=8703</id>
		<title>ECS Wood Vector</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Wood_Vector&amp;diff=8703"/>
		<updated>2013-01-26T05:51:52Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned cargo chains schema replaced with schema for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]][[Category:ECS Wood Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Machinery Vector. Vehicles Factory]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Wood Vector. Forest]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Logoecswood200.png|||right|Logo]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F95. The vector provides a couple of cargoes and industries, designed to supply towns with goods from high-level industries. Raw material industries supply the first-level processing industries with material for producing wood products. Wood products can be used directly by the furniture factory or by second-level processing industries to produce paper. Paper is used to produce goods from the end-level industry printing works. Materials from other vectors are used as production boosting elements. Dyes and refined products are used as a must material. If cargoes from other vectors are not defined, requirements are ignored.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Number!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||General behaviour change ([[ECS_Vectors_General_Information#General_behaviour_change_parameter|Description]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industries==&lt;br /&gt;
&lt;br /&gt;
* [[ECS Wood Vector. Forest|Forest]]&lt;br /&gt;
* [[ECS Wood Vector. Sawmill|Sawmill]]&lt;br /&gt;
* [[ECS Wood Vector. Furniture Factory|Furniture Factory]]&lt;br /&gt;
* [[ECS Wood Vector. Paper Mill|Paper Mill]]&lt;br /&gt;
* [[ECS Wood Vector. Printing Works|Printing Works]]&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
===Cargoes list===&lt;br /&gt;
&lt;br /&gt;
Default cargoes&lt;br /&gt;
* Wood (ID 07)&lt;br /&gt;
* Paper (ID 0C)&lt;br /&gt;
&lt;br /&gt;
New cargoes&lt;br /&gt;
* Wood products  (ID 13)&lt;br /&gt;
&lt;br /&gt;
===Cargoes payment===&lt;br /&gt;
Payment for delivering 10 units (or 10 000 litres) of cargo a distance of 20 squares&lt;br /&gt;
&lt;br /&gt;
[[File:Ecswoodcargopayments19.png]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_Woodvector_1_2_0.png]]&lt;br /&gt;
&lt;br /&gt;
Note: Cargo chains schema is valid for both 1.1.2 and 1.2.0 versions.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Woodvector_1_2_0.png&amp;diff=8702</id>
		<title>File:Ecs Woodvector 1 2 0.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Woodvector_1_2_0.png&amp;diff=8702"/>
		<updated>2013-01-26T05:50:08Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector&amp;diff=8701</id>
		<title>ECS Machinery Vector</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector&amp;diff=8701"/>
		<updated>2013-01-26T05:48:59Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned cargo chains schema replaced with schemas for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]][[Category:ECS Machinery Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Chemical Vector II. Plastic plant]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Machinery Vector. Iron ore mine]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Logoecsmachinery200.png|||right|Logo]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F94. The vector provides a couple of cargoes and industries, designed to supply other vectors with machinery (also one industry to supply towns with goods). Raw material industry supply the processing industry with material for producing steel. Materials from other vectors are used as a must material. If cargoes from other vectors are not defined, requirements are ignored.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Number!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||General behaviour change ([[ECS_Vectors_General_Information#General_behaviour_change_parameter|Description]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industries==&lt;br /&gt;
* [[ECS Machinery Vector. Iron ore mine|Iron ore mine]]&lt;br /&gt;
* [[ECS Machinery Vector. Steel Mill|Steel Mill]]&lt;br /&gt;
* [[ECS Machinery Vector. Bauxite mine|Bauxite mine]]&lt;br /&gt;
* [[ECS Machinery Vector. Aluminium plant|Aluminium plant]]&lt;br /&gt;
* [[ECS Machinery Vector. Vehicles Factory|Vehicles Factory]]&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
===Cargoes list===&lt;br /&gt;
&lt;br /&gt;
Default cargoes&lt;br /&gt;
* Iron ore (ID 08)&lt;br /&gt;
* Steel (ID 09)&lt;br /&gt;
&lt;br /&gt;
New cargoes&lt;br /&gt;
* Vehicles or machinery (ID 18)&lt;br /&gt;
&lt;br /&gt;
New cargoes planned&lt;br /&gt;
* Bauxite (ID 1A)&lt;br /&gt;
&lt;br /&gt;
===Cargoes payment===&lt;br /&gt;
Payment for delivering 10 units (or 10 000 litres) of cargo a distance of 20 squares&lt;br /&gt;
&lt;br /&gt;
[[File:Ecsmachinerycargopayments19.png]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Version 1.1.2!!Version 1.2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ecs_Machineryvector_1_1_2.png|200px]]||[[File:Ecs_Machineryvector_1_2_0.png|318px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Machineryvector_1_2_0.png&amp;diff=8700</id>
		<title>File:Ecs Machineryvector 1 2 0.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Machineryvector_1_2_0.png&amp;diff=8700"/>
		<updated>2013-01-26T05:47:28Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Machineryvector_1_1_2.png&amp;diff=8699</id>
		<title>File:Ecs Machineryvector 1 1 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Machineryvector_1_1_2.png&amp;diff=8699"/>
		<updated>2013-01-26T05:47:04Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Chemical_Vector_II&amp;diff=8698</id>
		<title>ECS Chemical Vector II</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Chemical_Vector_II&amp;diff=8698"/>
		<updated>2013-01-26T05:46:08Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned cargo chains schema replaced with schemas for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]][[Category:ECS Chemical Vector II]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Basic Vector II. Cement works]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Chemical Vector II. Oil wells]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Logoecschemicals200.png|||right|Logo]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F9C.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Number!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||General behaviour change ([[ECS_Vectors_General_Information#General_behaviour_change_parameter|Description]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industries==&lt;br /&gt;
* [[ECS Chemical Vector II. Oil wells| Oil wells]]&lt;br /&gt;
* [[ECS Chemical Vector II. Oil rig| Oil rig]]&lt;br /&gt;
* [[ECS Chemical Vector II. Oil Refinery| Oil Refinery]]&lt;br /&gt;
* [[ECS Chemical Vector II. Chemical plant| Chemical plant]]&lt;br /&gt;
* [[ECS Chemical Vector II. Plastic plant| Plastic plant]]&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
===Cargoes list===&lt;br /&gt;
Default cargoes&lt;br /&gt;
* Oil (ID 03)&lt;br /&gt;
&lt;br /&gt;
New cargoes&lt;br /&gt;
* Dyes (ID 14)&lt;br /&gt;
* Refined products (ID 17)&lt;br /&gt;
* Petrol (ID 19)&lt;br /&gt;
&lt;br /&gt;
Planned cargoes&lt;br /&gt;
* Potash (ID 10)&lt;br /&gt;
&lt;br /&gt;
===Cargoes payment===&lt;br /&gt;
Payment for delivering 10 units (or 10 000 litres) of cargo a distance of 20 squares&lt;br /&gt;
&lt;br /&gt;
[[File:Ecschemicalcargopayments19.png]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Version 1.1.2!!Version 1.2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ecs_Chemicalvector_1_1_2.png|416px]]||[[File:Ecs_Chemicalvector_1_2_0.png|400px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Chemicalvector_1_2_0.png&amp;diff=8697</id>
		<title>File:Ecs Chemicalvector 1 2 0.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Chemicalvector_1_2_0.png&amp;diff=8697"/>
		<updated>2013-01-26T05:44:21Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Chemicalvector_1_1_2.png&amp;diff=8696</id>
		<title>File:Ecs Chemicalvector 1 1 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Chemicalvector_1_1_2.png&amp;diff=8696"/>
		<updated>2013-01-26T05:43:55Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Town_Vector&amp;diff=8695</id>
		<title>ECS Town Vector</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Town_Vector&amp;diff=8695"/>
		<updated>2013-01-26T05:42:52Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]][[Category:ECS Town Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Vectors. Location/Positioning Conditions]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Town Vector. Tourists centre]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Logoecstown.png|||right|Logo]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F91. The vector provides a couple of cargoes and industries, designed for towns.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Number!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) default cargoes &amp;amp;amp; industries*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||Enable (0, default) / Disable (1) varying snowlines and snowed ground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||Enable (0, default) / Disable (1) new landscape icons in main window&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||General behaviour change ([[ECS_Vectors_General_Information#General_behaviour_change_parameter|Description]])&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||0 (Default) - Replace VALUables with GOLD and make [[ECS Town Vector. Gold mine|Gold mine]] available&lt;br /&gt;
|-&lt;br /&gt;
| ||1 - Do not provide Gold nor [[ECS Town Vector. Gold mine|Gold mine]] (slot 04 is taken anyway, the mine is displayed in the new industry list, but will not appear on the map), valuables is unchanged (if defined).&lt;br /&gt;
|-&lt;br /&gt;
| ||2 - Do not provide Gold. [[ECS Town Vector. Gold mine|Gold mine]] is available and produces as much valuables as gold.&lt;br /&gt;
|}&lt;br /&gt;
(*) Keep in mind that while ECS Town vector would not disable default industries, other [[ECS Vectors. Description| ECS vectors]] would disable industries of their types. For example, [[ECS Wood Vector]] would disable default forest, paper mill, sawmill, lumber mill, printing works, because it defines his own industries of these types. And this behaviour would not be disabled by the parameters.&lt;br /&gt;
&lt;br /&gt;
==Industries==&lt;br /&gt;
* [[ECS Town Vector. Tourists centre| Tourists centre]]&lt;br /&gt;
** [[ECSTVTCNeuSchwansteinCastle| Schloß Neuschwanstein]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Goodrich Castle| Goodrich Castle]]&lt;br /&gt;
** [[ECSTVTCKarlstein| Karlštejn]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Japan Castle| Japan Castle]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Palenque| Palenque]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Watch Tower| Watch Tower]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Casino resort| Casino resort]]&lt;br /&gt;
* [[ECS Town Vector. Factory| Factory]]&lt;br /&gt;
* [[ECS Town Vector. Gold mine| Gold mine]]&lt;br /&gt;
* [[ECS Town Vector. Water supply| Water supply]]&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Cargoes list===&lt;br /&gt;
&lt;br /&gt;
Default cargoes&lt;br /&gt;
* Passengers (ID 00)&lt;br /&gt;
* Mail (ID 02)&lt;br /&gt;
* Goods (ID 05)&lt;br /&gt;
* Valuables (ID 0A)&lt;br /&gt;
* Water (ID 1B)&lt;br /&gt;
&lt;br /&gt;
New cargoes&lt;br /&gt;
* Tourists (ID 1F). Tourists has a weight of 125 Kg per tourist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; [[ECS Houses]] provides houses to produce and accept tourists and valuables, accept water.&lt;br /&gt;
&lt;br /&gt;
===Cargoes payment===&lt;br /&gt;
&lt;br /&gt;
Payment for delivering 10 units (or 10 000 litres) of cargo a distance of 20 squares&lt;br /&gt;
&lt;br /&gt;
[[File:Ecstowncargopayments19.png]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Version 1.1.2!!Version 1.2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ecs_Townvector_1_1_2.png|410px]]||[[File:Ecs_Townvector_1_2_0.png|450px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II&amp;diff=8694</id>
		<title>ECS Basic Vector II</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II&amp;diff=8694"/>
		<updated>2013-01-26T05:42:22Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned cargo chains schema replaced with schemas for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]][[Category:ECS Basic Vector II]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Town Vector. Water supply]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Basic Vector II. Coal Mine]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Logoecsbasic200.png|||right|Logo]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F9F. The vector provides a couple of cargoes and industries, designed to supply other industries with materials, like sand, glass, coal. Raw material industries supply the processing industries with material for producing cargo.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Number!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||General behaviour change ([[ECS_Vectors_General_Information#General_behaviour_change_parameter|Description]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industries==&lt;br /&gt;
* [[ECS Basic Vector II. Coal Mine| Coal Mine]]&lt;br /&gt;
* [[ECS Basic Vector II. Power plant| Power plant]]&lt;br /&gt;
* [[ECS Basic Vector II. Sand pit| Sand pit]]&lt;br /&gt;
* [[ECS Basic Vector II. Glass works| Glass works]]&lt;br /&gt;
* [[ECS Basic Vector II. Brick works| Brick works]]&lt;br /&gt;
* [[ECS Basic Vector II. Cement works| Cement works]]&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
===Cargoes list===&lt;br /&gt;
Default cargoes&lt;br /&gt;
* Coal (ID 01)&lt;br /&gt;
&lt;br /&gt;
New cargoes&lt;br /&gt;
* Sand (ID 11)&lt;br /&gt;
* Glass (ID 12)&lt;br /&gt;
&lt;br /&gt;
New cargoes planned&lt;br /&gt;
* Building materials (ID 1C)&lt;br /&gt;
&lt;br /&gt;
===Cargoes payment===&lt;br /&gt;
Payment for delivering 10 units (or 10 000 litres) of cargo a distance of 20 squares&lt;br /&gt;
&lt;br /&gt;
[[File:Ecsbasiccargopayments19.png]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Version 1.1.2!!Version 1.2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ecs_Basicvector_1_1_2.png|300px]]||[[File:Ecs_Basicvector_1_2_0.png|450px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Basicvector_1_2_0.png&amp;diff=8693</id>
		<title>File:Ecs Basicvector 1 2 0.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Basicvector_1_2_0.png&amp;diff=8693"/>
		<updated>2013-01-26T05:40:05Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Basicvector_1_1_2.png&amp;diff=8692</id>
		<title>File:Ecs Basicvector 1 1 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Basicvector_1_1_2.png&amp;diff=8692"/>
		<updated>2013-01-26T05:39:39Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Town_Vector&amp;diff=8691</id>
		<title>ECS Town Vector</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Town_Vector&amp;diff=8691"/>
		<updated>2013-01-26T05:38:11Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned cargo chains schema replaced with schemas for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]][[Category:ECS Town Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Vectors. Location/Positioning Conditions]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Town Vector. Tourists centre]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Logoecstown.png|||right|Logo]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==General characteristics==&lt;br /&gt;
&lt;br /&gt;
The GRFID is 4D656F91. The vector provides a couple of cargoes and industries, designed for towns.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Number!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||Disable (0, default) / Enable (1) default cargoes &amp;amp;amp; industries*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||Enable (0, default) / Disable (1) varying snowlines and snowed ground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||Enable (0, default) / Disable (1) new landscape icons in main window&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||General behaviour change ([[ECS_Vectors_General_Information#General_behaviour_change_parameter|Description]])&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||0 (Default) - Replace VALUables with GOLD and make [[ECS Town Vector. Gold mine|Gold mine]] available&lt;br /&gt;
|-&lt;br /&gt;
| ||1 - Do not provide Gold nor [[ECS Town Vector. Gold mine|Gold mine]] (slot 04 is taken anyway, the mine is displayed in the new industry list, but will not appear on the map), valuables is unchanged (if defined).&lt;br /&gt;
|-&lt;br /&gt;
| ||2 - Do not provide Gold. [[ECS Town Vector. Gold mine|Gold mine]] is available and produces as much valuables as gold.&lt;br /&gt;
|}&lt;br /&gt;
(*) Keep in mind that while ECS Town vector would not disable default industries, other [[ECS Vectors. Description| ECS vectors]] would disable industries of their types. For example, [[ECS Wood Vector]] would disable default forest, paper mill, sawmill, lumber mill, printing works, because it defines his own industries of these types. And this behaviour would not be disabled by the parameters.&lt;br /&gt;
&lt;br /&gt;
==Industries==&lt;br /&gt;
* [[ECS Town Vector. Tourists centre| Tourists centre]]&lt;br /&gt;
** [[ECSTVTCNeuSchwansteinCastle| Schloß Neuschwanstein]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Goodrich Castle| Goodrich Castle]]&lt;br /&gt;
** [[ECSTVTCKarlstein| Karlštejn]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Japan Castle| Japan Castle]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Palenque| Palenque]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Watch Tower| Watch Tower]]&lt;br /&gt;
** [[ECS Town Vector. Tourists centre. Casino resort| Casino resort]]&lt;br /&gt;
* [[ECS Town Vector. Factory| Factory]]&lt;br /&gt;
* [[ECS Town Vector. Gold mine| Gold mine]]&lt;br /&gt;
* [[ECS Town Vector. Water supply| Water supply]]&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Cargoes list===&lt;br /&gt;
&lt;br /&gt;
Default cargoes&lt;br /&gt;
* Passengers (ID 00)&lt;br /&gt;
* Mail (ID 02)&lt;br /&gt;
* Goods (ID 05)&lt;br /&gt;
* Valuables (ID 0A)&lt;br /&gt;
* Water (ID 1B)&lt;br /&gt;
&lt;br /&gt;
New cargoes&lt;br /&gt;
* Tourists (ID 1F). Tourists has a weight of 125 Kg per tourist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; [[ECS Houses]] provides houses to produce and accept tourists and valuables, accept water.&lt;br /&gt;
&lt;br /&gt;
===Cargoes payment===&lt;br /&gt;
&lt;br /&gt;
Payment for delivering 10 units (or 10 000 litres) of cargo a distance of 20 squares&lt;br /&gt;
&lt;br /&gt;
[[File:Ecstowncargopayments19.png]]&lt;br /&gt;
&lt;br /&gt;
==Cargo chains==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 50%;&amp;quot; | Version 1.1.2!! style=&amp;quot;width: 50%;&amp;quot; | Version 1.2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ecs_Townvector_1_1_2.png|410px]]||[[File:Ecs_Townvector_1_2_0.png|450px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Townvector_1_2_0.png&amp;diff=8690</id>
		<title>File:Ecs Townvector 1 2 0.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Townvector_1_2_0.png&amp;diff=8690"/>
		<updated>2013-01-26T05:35:46Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Townvector_1_1_2.png&amp;diff=8689</id>
		<title>File:Ecs Townvector 1 1 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Townvector_1_1_2.png&amp;diff=8689"/>
		<updated>2013-01-26T05:34:35Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Vectors&amp;diff=8688</id>
		<title>ECS Vectors</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Vectors&amp;diff=8688"/>
		<updated>2013-01-25T17:20:22Z</updated>

		<summary type="html">&lt;p&gt;Kraks: planned ECS schemas replaced with schemas for 1.1.2 and 1.2.0 ECS versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Compatibility list]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Vectors General Information]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
&lt;br /&gt;
ECS Vectors (by [[George]]) define 31 cargoes and 35 industries. Running all of them in one game makes the game rather complicated. To give the player control over the number of cargoes and industries, cargoes and industries are grouped into 6 blocks (&#039;&#039;Vectors&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
One of them is the base one, that defines the minimal amount of cargoes and industries, and has two additional functions (adding variable snow lines and removing default industries), which are optional.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:grey; font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Town Vector]]&lt;br /&gt;
&lt;br /&gt;
Special houses of the [[ECS Town Vector]] are represented in a separate GRF [[ECS Houses]].&lt;br /&gt;
&lt;br /&gt;
5 of them are additional ones. They can be used in any combination, with the [[ECS Town Vector]] or independently. Every vector disables the default industries, which are similar to the industries, represented in the vector.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:blue;    font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Basic Vector II]] &lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:magenta; font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Chemical Vector II]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:red;     font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Machinery Vector]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:green;   font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Wood Vector]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:gold;  font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Agricultural Vector]]&lt;br /&gt;
&lt;br /&gt;
Outdated vectors&lt;br /&gt;
* [[ECS Basic Vector for Tropic]]&lt;br /&gt;
* [[ECS Basic Vector for Arctic]]&lt;br /&gt;
* [[ECS Machinery Vector for Tropic]]&lt;br /&gt;
* [[ECS Construction Vector]], [[ECS Construction Vector by Pikkabird]]&lt;br /&gt;
* Basic Vector I&lt;br /&gt;
* Chemical Vector I&lt;br /&gt;
&lt;br /&gt;
The following links provide some addition information about ECS Vectors&lt;br /&gt;
&lt;br /&gt;
[[ECS Vectors General Information|ECS Vectors Basics]]&lt;br /&gt;
&lt;br /&gt;
[[ECS Vectors FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[ECS Compatibility list|ECS Vectors support]]&lt;br /&gt;
&lt;br /&gt;
[[ECS Vectors General Information#ECS Cargo ID and Cargo classes|ECS Vectors Cargo ID and classes]]&lt;br /&gt;
&lt;br /&gt;
=Cargo chains=&lt;br /&gt;
&lt;br /&gt;
==Version 1.1.2==&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_Cargovectors_1_1_2_general.png|250px||ECS Cargoes schema (small) v1.1.2]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Ecs_Cargovectors_1_1_2_full.png|350px||ECS Cargoes schema (full) v1.1.2]]&lt;br /&gt;
&lt;br /&gt;
==Version 1.2.0==&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_Cargovectors_1_2_0_general.png|250px||ECS Cargoes schema (small) v1.2.0]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Ecs_Cargovectors_1_2_0_full.png|350px||ECS Cargoes schema (full) v1.2.0]]&lt;br /&gt;
&lt;br /&gt;
=Downloads=&lt;br /&gt;
&lt;br /&gt;
[http://george.zernebok.net/newgrf/downloads.html George&#039;s ECS Vectors download page]&lt;br /&gt;
[http://bananas.openttd.org/en/newgrf BaNaNaS]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_2_0_full.png&amp;diff=8687</id>
		<title>File:Ecs Cargovectors 1 2 0 full.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_2_0_full.png&amp;diff=8687"/>
		<updated>2013-01-25T17:15:57Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_1_2_full.png&amp;diff=8686</id>
		<title>File:Ecs Cargovectors 1 1 2 full.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_1_2_full.png&amp;diff=8686"/>
		<updated>2013-01-25T17:13:43Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_2_0_general.png&amp;diff=8685</id>
		<title>File:Ecs Cargovectors 1 2 0 general.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_2_0_general.png&amp;diff=8685"/>
		<updated>2013-01-25T17:13:04Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_1_2_general.png&amp;diff=8684</id>
		<title>File:Ecs Cargovectors 1 1 2 general.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Ecs_Cargovectors_1_1_2_general.png&amp;diff=8684"/>
		<updated>2013-01-25T17:11:59Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses._Construction_shops&amp;diff=8683</id>
		<title>ECS Houses. Construction shops</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses._Construction_shops&amp;diff=8683"/>
		<updated>2013-01-20T16:22:26Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Houses]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Houses. Shops]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Houses]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Car shops]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
&lt;br /&gt;
Construction shops are special houses to accept Building materials cargo if defined (by [[ECS Basic Vector II]] or by some other GRF).&lt;br /&gt;
&lt;br /&gt;
==BDMT Shop==&lt;br /&gt;
&lt;br /&gt;
Drawn by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;George&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:ECS-Shop-strojka.png]]&lt;br /&gt;
&lt;br /&gt;
===Available===&lt;br /&gt;
&lt;br /&gt;
Eras &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;1-4&amp;lt;/span&amp;gt;&#039;&#039;&#039; or in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;1920 - ...&amp;lt;/span&amp;gt;&#039;&#039;&#039; (if eras are off).&lt;br /&gt;
&lt;br /&gt;
Town zones: &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;0-4&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
No construction shop &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&#039;&#039;&#039; squares around allowed.&lt;br /&gt;
&lt;br /&gt;
1 per &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; citizens.&lt;br /&gt;
&lt;br /&gt;
Maximum &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; per town.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
&lt;br /&gt;
Accepts Building materials, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2/8 Passengers&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Cargo generation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; passengers a month.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; rating required for removal.&lt;br /&gt;
&lt;br /&gt;
Minimal age before removal - &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; years.&lt;br /&gt;
&lt;br /&gt;
Supports snow.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses._Shops&amp;diff=8682</id>
		<title>ECS Houses. Shops</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses._Shops&amp;diff=8682"/>
		<updated>2013-01-20T16:22:12Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Houses]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Houses. Post offices]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Houses]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Construction shops]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
&lt;br /&gt;
Shops are special houses to accept large amounts of Passengers, Food, Goods and even Building materials cargoes if defined.&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/Lenta_%28retail%29 &amp;quot;Lenta&amp;quot; shop]==&lt;br /&gt;
&lt;br /&gt;
Drawn by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;George&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:ECS-Shop-lenta.png]]&lt;br /&gt;
&lt;br /&gt;
===Available===&lt;br /&gt;
&lt;br /&gt;
Eras &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;3-4&amp;lt;/span&amp;gt;&#039;&#039;&#039; or in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2000 - ...&amp;lt;/span&amp;gt;&#039;&#039;&#039; (if eras are off).&lt;br /&gt;
&lt;br /&gt;
Town zones: &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;0-4&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
No shop &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&#039;&#039;&#039; squares around allowed.&lt;br /&gt;
&lt;br /&gt;
1 per &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; citizens.&lt;br /&gt;
&lt;br /&gt;
Maximum &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; per town.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
&lt;br /&gt;
Accepts Passengers, Food, Goods and Building materials.&lt;br /&gt;
&lt;br /&gt;
===Cargo generation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; passengers a month.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; rating required for removal.&lt;br /&gt;
&lt;br /&gt;
Minimal age before removal - &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; years.&lt;br /&gt;
&lt;br /&gt;
Supports snow.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses._Shops&amp;diff=8681</id>
		<title>ECS Houses. Shops</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses._Shops&amp;diff=8681"/>
		<updated>2013-01-20T09:16:42Z</updated>

		<summary type="html">&lt;p&gt;Kraks: Created page with &amp;quot;Category:ECS Vectors Houses {| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot; |- valign=&amp;quot;top&amp;quot; | style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; ECS Houses. Post offices || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| …&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Houses]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Houses. Post offices]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Houses]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Construction shops]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Shops are special houses to accept large amounts of Passengers, Food, Goods and even Building materials cargoes if defined.&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/Lenta_%28retail%29 &amp;quot;Lenta&amp;quot; shop]==&lt;br /&gt;
&lt;br /&gt;
Drawn by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;George&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:ECS-Shop-lenta.png]]&lt;br /&gt;
&lt;br /&gt;
===Available===&lt;br /&gt;
&lt;br /&gt;
Eras &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;3-4&amp;lt;/span&amp;gt;&#039;&#039;&#039; or in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2000 - ...&amp;lt;/span&amp;gt;&#039;&#039;&#039; (if eras are off).&lt;br /&gt;
&lt;br /&gt;
Town zones: &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;0-4&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
No shop &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&#039;&#039;&#039; squares around allowed.&lt;br /&gt;
&lt;br /&gt;
1 per &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; citizens.&lt;br /&gt;
&lt;br /&gt;
Maximum &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; per town.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
&lt;br /&gt;
Accepts Passengers, Food, Goods and Building materials.&lt;br /&gt;
&lt;br /&gt;
===Cargo generation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; passengers a month.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; rating required for removal.&lt;br /&gt;
&lt;br /&gt;
Minimal age before removal - &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; years.&lt;br /&gt;
&lt;br /&gt;
Supports snow.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses._Construction_shops&amp;diff=8680</id>
		<title>ECS Houses. Construction shops</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses._Construction_shops&amp;diff=8680"/>
		<updated>2013-01-20T08:01:25Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Houses]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Houses. Shops]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Houses]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Car shops]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Construction shops are special houses to accept Building materials cargo if defined (by [[ECS Basic Vector II]] or by some other GRF).&lt;br /&gt;
&lt;br /&gt;
==BDMT Shop==&lt;br /&gt;
&lt;br /&gt;
Drawn by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;George&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:ECS-Shop-strojka.png]]&lt;br /&gt;
&lt;br /&gt;
===Available===&lt;br /&gt;
&lt;br /&gt;
Eras &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;1-4&amp;lt;/span&amp;gt;&#039;&#039;&#039; or in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;1920 - ...&amp;lt;/span&amp;gt;&#039;&#039;&#039; (if eras are off).&lt;br /&gt;
&lt;br /&gt;
Town zones: &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;0-4&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
No construction shop &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&#039;&#039;&#039; squares around allowed.&lt;br /&gt;
&lt;br /&gt;
1 per &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; citizens.&lt;br /&gt;
&lt;br /&gt;
Maximum &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; per town.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
&lt;br /&gt;
Accepts Building materials, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2/8 Passengers&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Cargo generation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; passengers a month.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; rating required for removal.&lt;br /&gt;
&lt;br /&gt;
Minimal age before removal - &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; years.&lt;br /&gt;
&lt;br /&gt;
Supports snow.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses._Post_offices&amp;diff=8679</id>
		<title>ECS Houses. Post offices</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses._Post_offices&amp;diff=8679"/>
		<updated>2013-01-20T07:59:18Z</updated>

		<summary type="html">&lt;p&gt;Kraks: fixed link to next wikipage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Houses]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Houses. Banks]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Houses]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Shops]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Post offices are special houses to accept and produce mail&lt;br /&gt;
&lt;br /&gt;
==2x1 Post office==&lt;br /&gt;
&lt;br /&gt;
Drawn by Zimmlock, improved by George&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_post-office-2x1.png]]&lt;br /&gt;
&lt;br /&gt;
===Available===&lt;br /&gt;
&lt;br /&gt;
Eras 1-4 or in 1920 - ... (if eras are off).&lt;br /&gt;
&lt;br /&gt;
Town zones: 1-4.&lt;br /&gt;
&lt;br /&gt;
A road at SW required.&lt;br /&gt;
&lt;br /&gt;
5 houses in town required.&lt;br /&gt;
&lt;br /&gt;
No post office 5 squares around allowed.&lt;br /&gt;
&lt;br /&gt;
1 per 2048 citizens in case there is no post office in town.&lt;br /&gt;
&lt;br /&gt;
Maximum 10 per town.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
&lt;br /&gt;
Accepts mail, 6/8 passengers.&lt;br /&gt;
&lt;br /&gt;
===Cargo generation===&lt;br /&gt;
&lt;br /&gt;
32 passengers and &#039;&#039;&#039;Town&#039;s population / (post office tiles in town * houses in town * 2)&#039;&#039;&#039; mail a month.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
250 rating required for removal.&lt;br /&gt;
&lt;br /&gt;
The last one in the town is protected.&lt;br /&gt;
&lt;br /&gt;
Minimal age before removal - 15 years.&lt;br /&gt;
&lt;br /&gt;
Supports snow.&lt;br /&gt;
&lt;br /&gt;
Supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses._Car_shops&amp;diff=8678</id>
		<title>ECS Houses. Car shops</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses._Car_shops&amp;diff=8678"/>
		<updated>2013-01-20T07:47:04Z</updated>

		<summary type="html">&lt;p&gt;Kraks: fixed link to previous wikipage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Houses]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Houses. Construction shops]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Houses]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Water towers]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Car shops are special houses to accept vehicles cargo if defined (by [[ECSMachineryVector| Machinery vector]] or by some other GRF).&lt;br /&gt;
&lt;br /&gt;
== 2x2 Car shop==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, inspired by car shop by MHz&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_car-shop-2x2.png]]&lt;br /&gt;
&lt;br /&gt;
===Available===&lt;br /&gt;
&lt;br /&gt;
Eras 1-4 or in 1920 - ... (if eras are off).&lt;br /&gt;
&lt;br /&gt;
Town zones: 0-4.&lt;br /&gt;
&lt;br /&gt;
No car shop 9 squares around allowed.&lt;br /&gt;
&lt;br /&gt;
1 per 1024 citizens above 1536.&lt;br /&gt;
&lt;br /&gt;
Maximum 10 per town.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
&lt;br /&gt;
Accepts vehicles, passengers.&lt;br /&gt;
&lt;br /&gt;
===Cargo generation===&lt;br /&gt;
&lt;br /&gt;
64 passengers a month.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
100 rating required for removal.&lt;br /&gt;
&lt;br /&gt;
Minimal age before removal - 5 years.&lt;br /&gt;
&lt;br /&gt;
Supports snow.&lt;br /&gt;
&lt;br /&gt;
Supports company colours.&lt;br /&gt;
&lt;br /&gt;
Provides animation for vehicles stored.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Houses._Construction_shops&amp;diff=8677</id>
		<title>ECS Houses. Construction shops</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Houses._Construction_shops&amp;diff=8677"/>
		<updated>2013-01-20T07:45:51Z</updated>

		<summary type="html">&lt;p&gt;Kraks: Created page with &amp;quot;Category:ECS Vectors Houses {| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot; |- valign=&amp;quot;top&amp;quot; | style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; ECS Houses. Shops || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS H…&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Houses]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Houses. Shops]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Houses]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Houses. Car shops]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Car shops are special houses to accept vehicles cargo if defined (by [[ECSMachineryVector| Machinery vector]] or by some other GRF).&lt;br /&gt;
&lt;br /&gt;
==BDMT Shop==&lt;br /&gt;
&lt;br /&gt;
Drawn by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;George&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:ECS-Shop-strojka.png]]&lt;br /&gt;
&lt;br /&gt;
===Available===&lt;br /&gt;
&lt;br /&gt;
Eras &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;1-4&amp;lt;/span&amp;gt;&#039;&#039;&#039; or in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;1920 - ...&amp;lt;/span&amp;gt;&#039;&#039;&#039; (if eras are off).&lt;br /&gt;
&lt;br /&gt;
Town zones: &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;0-4&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
No construction shop &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&#039;&#039;&#039; squares around allowed.&lt;br /&gt;
&lt;br /&gt;
1 per &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; citizens.&lt;br /&gt;
&lt;br /&gt;
Maximum &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; per town.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
&lt;br /&gt;
Accepts Building materials, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2/8 Passengers&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Cargo generation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; passengers a month.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; rating required for removal.&lt;br /&gt;
&lt;br /&gt;
Minimal age before removal - &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; years.&lt;br /&gt;
&lt;br /&gt;
Supports snow.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS&amp;diff=8676</id>
		<title>ECS</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS&amp;diff=8676"/>
		<updated>2013-01-20T07:27:50Z</updated>

		<summary type="html">&lt;p&gt;Kraks: added links to new pages (ECS Houses - Construction shops and ECS Houses - Shops)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:Additional Reading]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | ||  || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Compatibility list]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Extended Cargo Scheme&#039;&#039; (ECS) is a proposal by [[MichaelBlunck| Michael Blunck]] to expand the cargo and industry types in Transport Tycoon.  Based upon this work, [[George]] has created a number of new GRF files that implement the [[ECS Vectors. Description| ECS Vectors]]. The following pages contains information about this ECS implementation.&lt;br /&gt;
&lt;br /&gt;
* [[ECS Compatibility list]]&lt;br /&gt;
* [[ECS Vectors]]&lt;br /&gt;
** [[ECS Vectors General Information]]&lt;br /&gt;
** [[ECS Vectors FAQ]]&lt;br /&gt;
** [[ECS Vectors. Location/Positioning Conditions]]&lt;br /&gt;
** [[ECS Town Vector]]&lt;br /&gt;
*** [[ECS Town Vector. Tourists centre]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. NeuSchwanstein Castle]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Goodrich Castle]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Karlstein]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Japan Castle]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Palenque]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Watch Tower]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Casino resort]]&lt;br /&gt;
*** [[ECS Town Vector. Factory]]&lt;br /&gt;
*** [[ECS Town Vector. Gold mine]]&lt;br /&gt;
*** [[ECS Town Vector. Water supply]]&lt;br /&gt;
** [[ECS Basic Vector II]]&lt;br /&gt;
*** [[ECS Basic Vector II. Coal Mine]]&lt;br /&gt;
*** [[ECS Basic Vector II. Power plant]]&lt;br /&gt;
*** [[ECS Basic Vector II. Sand pit]]&lt;br /&gt;
*** [[ECS Basic Vector II. Glass works]]&lt;br /&gt;
*** [[ECS Basic Vector II. Brick works]]&lt;br /&gt;
*** [[ECS Basic Vector II. Cement works]]&lt;br /&gt;
** [[ECS Chemical Vector II]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Oil wells]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Oil rig]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Oil Refinery]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Chemical plant]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Plastic plant]]&lt;br /&gt;
** [[ECS Machinery Vector]]&lt;br /&gt;
*** [[ECS Machinery Vector. Iron ore mine]]&lt;br /&gt;
*** [[ECS Machinery Vector. Steel Mill]]&lt;br /&gt;
*** [[ECS Machinery Vector. Bauxite mine]]&lt;br /&gt;
*** [[ECS Machinery Vector. Aluminium plant]]&lt;br /&gt;
*** [[ECS Machinery Vector. Vehicles Factory]]&lt;br /&gt;
** [[ECS Wood Vector]]&lt;br /&gt;
*** [[ECS Wood Vector. Forest]]&lt;br /&gt;
*** [[ECS Wood Vector. Sawmill]]&lt;br /&gt;
*** [[ECS Wood Vector. Furniture Factory]]&lt;br /&gt;
*** [[ECS Wood Vector. Paper Mill]]&lt;br /&gt;
*** [[ECS Wood Vector. Printing Works]]&lt;br /&gt;
** [[ECS Agricultural Vector]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Fishing grounds]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Farm]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Fruit Plantation]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Animal Farm]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Tinning Factory]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Brewery]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Food Plant]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Textile Mill]]&lt;br /&gt;
** [[ECS Houses]]&lt;br /&gt;
*** [[ECS Houses. Petrol stations]]&lt;br /&gt;
*** [[ECS Houses. Statues]]&lt;br /&gt;
*** [[ECS Houses. Hotels]]&lt;br /&gt;
*** [[ECS Houses. Banks]] / [[ECS Houses. Banks Table]]&lt;br /&gt;
*** [[ECS Houses. Post offices]]&lt;br /&gt;
*** [[ECS Houses. Shops]]&lt;br /&gt;
*** [[ECS Houses. Construction shops]]&lt;br /&gt;
*** [[ECS Houses. Car shops]]&lt;br /&gt;
*** [[ECS Houses. Water towers]]&lt;br /&gt;
*** [[ECS Houses. Churches]]&lt;br /&gt;
*** [[ECS Houses. Houses]]&lt;br /&gt;
* [[ECS Vectors Translations]]&lt;br /&gt;
** [[ECS Vectors Translations - General strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Town vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Basic vector strings. Cargoes]]&lt;br /&gt;
** [[ECS Vectors Translations - Basic vector strings. Industries]]&lt;br /&gt;
** [[ECS Vectors Translations - Chemical vector strings. Cargoes]]&lt;br /&gt;
** [[ECS Vectors Translations - Chemical vector strings. Industries]]&lt;br /&gt;
** [[ECS Vectors Translations - Machinery vector strings. Cargoes]]&lt;br /&gt;
** [[ECS Vectors Translations - Machinery vector strings. Industries]]&lt;br /&gt;
** [[ECS Vectors Translations - Construction vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Wood vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Agricultural vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Houses strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Parameters all vectors]]&lt;br /&gt;
** [[ECS Vectors Translations - Parameters town vector]]&lt;br /&gt;
** [[ECS Vectors Translations - Parameters ECS houses]]&lt;br /&gt;
** [[ECS Vectors Translations - Thanks page]]&lt;br /&gt;
* [[ECS Vectors Abandoned Part]]&lt;br /&gt;
** [[ECS Construction Vector]]&lt;br /&gt;
** [[ECS Basic Vector for Arctic]]&lt;br /&gt;
** [[ECS Basic Vector for Tropic]]&lt;br /&gt;
** [[ECS Machinery Vector for Tropic]]&lt;br /&gt;
** [[ECS Construction Vector by Pikkabird]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Clay pit]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Quarry]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Brick Works]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Engineers Yard]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.tt-forums.net/viewtopic.php?f=19&amp;amp;t=20277 ECS Proposal forum post]&lt;br /&gt;
* [http://www.ttdpatch.de/ecs.html ECS Proposal document]&lt;br /&gt;
* [http://wiki2.ttdrussia.net/index.php/ECS Russian translation (русская версия)]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Vectors&amp;diff=8675</id>
		<title>ECS Vectors</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Vectors&amp;diff=8675"/>
		<updated>2013-01-20T07:05:11Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:ECS Vectors]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Compatibility list]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Vectors General Information]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cargovectorsgeneral19.png|300px||right|ECS Cargoes schema (small) v19]] &lt;br /&gt;
[[File:Cargovectors20d.png|300px||right|ECS Cargoes schema (full) v20d]] &lt;br /&gt;
&lt;br /&gt;
ECS Vectors (by [[George]]) define 31 cargoes and 35 industries. Running all of them in one game makes the game rather complicated. To give the player control over the number of cargoes and industries, cargoes and industries are grouped into 6 blocks (&#039;&#039;Vectors&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
One of them is the base one, that defines the minimal amount of cargoes and industries, and has two additional functions (adding variable snow lines and removing default industries), which are optional.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:grey; font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Town Vector]]&lt;br /&gt;
&lt;br /&gt;
Special houses of the [[ECS Town Vector]] are represented in a separate GRF [[ECS Houses]].&lt;br /&gt;
&lt;br /&gt;
5 of them are additional ones. They can be used in any combination, with the [[ECS Town Vector]] or independently. Every vector disables the default industries, which are similar to the industries, represented in the vector.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:blue;    font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Basic Vector II]] &lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:magenta; font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Chemical Vector II]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:red;     font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Machinery Vector]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:green;   font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Wood Vector]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:gold;  font-weight: bold;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; [[ECS Agricultural Vector]]&lt;br /&gt;
&lt;br /&gt;
Outdated vectors&lt;br /&gt;
* [[ECS Basic Vector for Tropic]]&lt;br /&gt;
* [[ECS Basic Vector for Arctic]]&lt;br /&gt;
* [[ECS Machinery Vector for Tropic]]&lt;br /&gt;
* [[ECS Construction Vector]], [[ECS Construction Vector by Pikkabird]]&lt;br /&gt;
* Basic Vector I&lt;br /&gt;
* Chemical Vector I&lt;br /&gt;
&lt;br /&gt;
The following links provide some addition information about ECS Vectors&lt;br /&gt;
&lt;br /&gt;
[[ECS Vectors General Information|ECS Vectors Basics]]&lt;br /&gt;
&lt;br /&gt;
[[ECS Vectors FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[ECS Compatibility list|ECS Vectors support]]&lt;br /&gt;
&lt;br /&gt;
[[ECS Vectors General Information#ECS Cargo ID and Cargo classes|ECS Vectors Cargo ID and classes]]&lt;br /&gt;
&lt;br /&gt;
==Additional==&lt;br /&gt;
&lt;br /&gt;
[[Media:Cargovectors19.png| Previous version of ECS Cargoes large schema]]&lt;br /&gt;
&lt;br /&gt;
=Downloads=&lt;br /&gt;
&lt;br /&gt;
[http://george.zernebok.net/newgrf/downloads.html George&#039;s ECS Vectors download page]&lt;br /&gt;
[http://bananas.openttd.org/en/newgrf BaNaNaS]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=File:Cargovectors20d.png&amp;diff=8674</id>
		<title>File:Cargovectors20d.png</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=File:Cargovectors20d.png&amp;diff=8674"/>
		<updated>2013-01-20T07:03:57Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector._Food_Plant&amp;diff=8673</id>
		<title>ECS Agricultural Vector. Food Plant</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector._Food_Plant&amp;diff=8673"/>
		<updated>2013-01-19T09:09:05Z</updated>

		<summary type="html">&lt;p&gt;Kraks: fixed Food plant possible layouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Agricultural Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Agricultural Vector. Brewery]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Agricultural Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Agricultural Vector. Textile Mill]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.1&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, inspired with brewery by some unknown Czech artist (let me know if you know him)&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_foodplant.png]] [[File:Ecs_foodplant-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Food plant is the part of the [[ECS Agricultural Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Food plant accepts Cereals, Fruit and Oil seeds.&lt;br /&gt;
&lt;br /&gt;
The Food plant does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the overflowing cargo is accepted and immediately removed from the store into nowhere.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Cereals!!Fruit!!Oil seeds&lt;br /&gt;
|-&lt;br /&gt;
|Very low||467||293||325&lt;br /&gt;
|-&lt;br /&gt;
|Low||933||587||650&lt;br /&gt;
|-&lt;br /&gt;
|Normal||1867||1173||1300&lt;br /&gt;
|-&lt;br /&gt;
|High||3267||2053||2275&lt;br /&gt;
|-&lt;br /&gt;
|Very high||6067||3813||4225&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||11667||7333||8125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Food plant produces Food and Fertilizer.&lt;br /&gt;
&lt;br /&gt;
The Food plant does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Food plant uses 6 production levels.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level the missing cargo would be taken from internal resources to produce about 16 units of Food. The Food plant production 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).&lt;br /&gt;
&lt;br /&gt;
The industry processes the cargo that is stored the most. Changing between processed cargo happens instantly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Cycles!!Food!!Fertilizer (cereals)!!Fertilizer (fruit)!!Fertilizer (oil seeds)!!Cereals!!Fruit!!Oil seeds&lt;br /&gt;
|-&lt;br /&gt;
|Very low||1||100||27||20||16||167||133||125&lt;br /&gt;
|-&lt;br /&gt;
|Low||2||200||53||40||33||333||267||250&lt;br /&gt;
|-&lt;br /&gt;
|Normal||4||400||107||80||65||667||533||500&lt;br /&gt;
|-&lt;br /&gt;
|High||7||700||187||140||114||1167||933||875&lt;br /&gt;
|-&lt;br /&gt;
|Very high||13||1300||347||260||211||2167||1733||1625&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||25||2500||667||500||406||4167||3333||3125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Food plant does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with a parameter of [[ECS Agricultural Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Food plant was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Changing production level is calculated by comparing the &#039;&#039;&#039;sum (Cereals * 3/5, Fruit * 3/4, Oil seeds * 4/5)&#039;&#039;&#039; with the value, represented in the table.&lt;br /&gt;
&lt;br /&gt;
The industry can increase production level by one or two, and decrease it to any level.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Decrease!!Increase&lt;br /&gt;
|-&lt;br /&gt;
|Very low||50||250&lt;br /&gt;
|-&lt;br /&gt;
|Low||100||500&lt;br /&gt;
|-&lt;br /&gt;
|Normal||200||1000&lt;br /&gt;
|-&lt;br /&gt;
|High||350||1750&lt;br /&gt;
|-&lt;br /&gt;
|Very high||650||3250&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||1250|| &lt;br /&gt;
|}&lt;br /&gt;
On normal production level and higher at list 50% of Food should be transported to allow production level growth&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Food plant has one of 8 possible layouts. New layouts are welcome :) &lt;br /&gt;
&lt;br /&gt;
The Food plant has normal probability (4) to be built by map generator and very low probability (1) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Food plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 184. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the Food plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Food plant will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;gt; 1 tiles away from shore tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;lt; 25 tiles away from shore tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;gt; 3 tiles away from desert tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 1 tile away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 31 tiles from a [[ECS Agricultural Vector. Farm| Farm]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 31 tiles from a [[ECS Agricultural Vector. Fruit Plantation| Fruit plantation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 15 tiles from a Food plant&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Food plant is covered with snow when located above snow line. The Food plant supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector._Brewery&amp;diff=8672</id>
		<title>ECS Agricultural Vector. Brewery</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector._Brewery&amp;diff=8672"/>
		<updated>2013-01-16T03:21:02Z</updated>

		<summary type="html">&lt;p&gt;Kraks: fixed Brewery possible layouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Agricultural Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Agricultural Vector. Tinning Factory]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Agricultural Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Agricultural Vector. Food Plant]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.1&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, inspired with brewery by MHz&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_brewery.png]] [[File:Ecs_brewery-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Brewery is the part of the [[ECS Agricultural Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Brewery accepts Cereals, Fruit and Glass if defined.&lt;br /&gt;
&lt;br /&gt;
The Brewery does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
Cargo acceptance is limited by storage capacity. If the Fruit or Cereals stockpile is in overflow, the overflowing cargo is accepted and immediately removed from the store into nowhere. For Glass the situation is different. If the Glass 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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Cereals!!Fruit!!Glass!!Glass (50%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||410||455||1039||519&lt;br /&gt;
|-&lt;br /&gt;
|Low||820||865||2077||1039&lt;br /&gt;
|-&lt;br /&gt;
|Normal||1640||1643||4155||2077&lt;br /&gt;
|-&lt;br /&gt;
|High||2870||3121||7271||3635&lt;br /&gt;
|-&lt;br /&gt;
|Very high||5330||5930||13503||6751&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||10250||11266||25967||12983&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Agricultural Vector]].&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Brewery produces Food and Fertilizer.&lt;br /&gt;
&lt;br /&gt;
The Brewery does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Brewery uses 6 production levels.&lt;br /&gt;
&lt;br /&gt;
Glass is a must cargo for production. Also the industry can&#039;t produce any cargo from Glass without Fruit or Cereals. On the lowest production level the missing cargo would be taken from internal resources to produce about 16 units of Food. The Brewery production 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).&lt;br /&gt;
&lt;br /&gt;
Only Fruit or Cereals can be processed at the same time. When the industry has no Cereals nor Fruit waiting, it accepts both cargos. When one of the cargos was accepted, the industry stops accepting the other cargo unless there is no Cereals nor Fruit waiting.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Cycles!!Food (cereals)!!Food (fruit)!!Fertilizer (cereals)!!Fertilizer (fruit)!!Cereals !!Fruit !!Glass (+cereals) (items)!!Glass (+fruit) (items)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||1||82||63||4||2||103||70||109||84&lt;br /&gt;
|-&lt;br /&gt;
|Low||2||164||120||8||4||205||133||219||160&lt;br /&gt;
|-&lt;br /&gt;
|Normal||4||328||227||16||8||410||253||437||303&lt;br /&gt;
|-&lt;br /&gt;
|High||7||574||432||29||14||718||480||765||576&lt;br /&gt;
|-&lt;br /&gt;
|Very high||13||1066||821||53||27||1333||912||1421||1095&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||25||2050||1560||103||52||2563||1733||2733||2080&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Brewery does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with a parameter of [[ECS Agricultural Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Brewery was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Changing production level is calculated by comparing the &#039;&#039;&#039;min (Cereals/Fruit, Glass * K)&#039;&#039;&#039; with the value, represented in the table. K = 7/16 for Cereals, 5/16 for Fruit&lt;br /&gt;
&lt;br /&gt;
The industry can increase production level by one or two, and decrease it to any level.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Cereals decrease level!! Glass decrease level!!Cereals increase level!! Glass increase level!!Fruit decrease level!! Glass decrease level!!Fruit increase level!! Glass increase level&lt;br /&gt;
|-&lt;br /&gt;
|Very low||51||235||205||938||35||224||140||896&lt;br /&gt;
|-&lt;br /&gt;
|Low||103||469||410||1875||67||426||266||1703&lt;br /&gt;
|-&lt;br /&gt;
|Normal||205||938||820||3749||126||809||505||3235&lt;br /&gt;
|-&lt;br /&gt;
|High||359||1640||1435||6560||240||1537||960||6146&lt;br /&gt;
|-&lt;br /&gt;
|Very high||666||3046||2665||12183||456||2920||1824||11677&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||1281||5858|| || ||867||5547|| || &lt;br /&gt;
|}&lt;br /&gt;
On normal production level and higher at list 50% of Food should be transported to allow production level growth&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Brewery has one of 11 possible layouts. New layouts are welcome :)&lt;br /&gt;
&lt;br /&gt;
The Brewery has low probability (3) to be built by map generator and low probability (2) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Brewery can be built by a player both in a game and in the scenario editor. Construction cost factor is 144. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the Brewery will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Brewery will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;gt; 1 tiles away from shore tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;lt; 4 tiles away from shore tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;gt; 3 tiles away from desert tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build inside Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build outside Tz1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build in town with population &amp;gt;= 768&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 31 tiles from a [[ECS Agricultural Vector. Farm| Farm]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 31 tiles from a [[ECS Agricultural Vector. Fruit Plantation| Fruit plantation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 15 tiles from a Brewery&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Brewery is covered with snow when located above snow line. The Brewery supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector._Fishing_grounds&amp;diff=8656</id>
		<title>ECS Agricultural Vector. Fishing grounds</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Agricultural_Vector._Fishing_grounds&amp;diff=8656"/>
		<updated>2012-12-31T09:06:43Z</updated>

		<summary type="html">&lt;p&gt;Kraks: fixed second table header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Agricultural Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Agricultural Vector]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Agricultural Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Agricultural Vector. Farm]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.1&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, inspired by fishing boat &amp;quot;Pulkovo Meridian&amp;quot; by Michael Platov&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_fishinggrounds.png]]&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds is the part of the [[ECS Agricultural Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
[[File:Ecs_fishinggrounds-capacity.png|||right|Capacity]]&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds processes Passengers.&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
Cargo acceptance is limited by capacity of the Fishing grounds, Passengers above capacity are rejected.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Passengers!!Passengers (reduced)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;112&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Low||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;144&amp;lt;/span&amp;gt;&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Normal||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;160&amp;lt;/span&amp;gt;&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;144&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|High||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;176&amp;lt;/span&amp;gt;&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;160&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Very high||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;192&amp;lt;/span&amp;gt;&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;176&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;208&amp;lt;/span&amp;gt;&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;192&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Passengers are processed every 8-th production cycle (usually once a month). The first team leaves the fishing grounds, providing free place for a new team.&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds produces Fish.&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds uses 124 production levels, represented in % from 3% to 100%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Amount of Fish produced during one cycle depends on the following factors: amount of Passengers on board, the current week and a random factor.&lt;br /&gt;
&lt;br /&gt;
If less than 48 Passengers are waiting, amount of Fish produced is halved, while if more than 96 are waiting, amount of Fish is increased by 50%.&lt;br /&gt;
&lt;br /&gt;
The week factor defines the base and the random factor selects production for this base.&lt;br /&gt;
&lt;br /&gt;
The table below represents the maximum and minimum possible values, and also the average value.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Base Level!!colspan=&amp;quot;3&amp;quot;|3 (High)!!colspan=&amp;quot;3&amp;quot;|2 (Normal)!!colspan=&amp;quot;3&amp;quot;|1 (Low)&lt;br /&gt;
|-&lt;br /&gt;
|Max. prod.||Avr. prod.||Min. prod.||Max. prod.||Avr. prod.||Min. prod.||Max. prod.||Avr. prod.||Min. prod.&lt;br /&gt;
|-&lt;br /&gt;
|Very low||96||80||64||96||64||32||64||48||32&lt;br /&gt;
|-&lt;br /&gt;
|Low||182||152||122||182||122||61||122||91||61&lt;br /&gt;
|-&lt;br /&gt;
|Normal||347||289||231||347||231||116||231||173||116&lt;br /&gt;
|-&lt;br /&gt;
|High||658||549||439||658||439||219||439||329||219&lt;br /&gt;
|-&lt;br /&gt;
|Very high||1251||1043||834||1251||834||417||834||626||417&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||2377||1981||1585||2377||1585||792||1585||1189||792&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds are most productive in spring and autumn, and least productive in summer and winter. Base dependence from week number shown in the table&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Week number!!Date!!Base&lt;br /&gt;
|-&lt;br /&gt;
|0||1 jan||1&lt;br /&gt;
|-&lt;br /&gt;
|9||4 mar||2&lt;br /&gt;
|-&lt;br /&gt;
|13||1 apr||3&lt;br /&gt;
|-&lt;br /&gt;
|17||28 apr||2&lt;br /&gt;
|-&lt;br /&gt;
|26||1 jul||1&lt;br /&gt;
|-&lt;br /&gt;
|35||3 sep||2&lt;br /&gt;
|-&lt;br /&gt;
|39||30 sep||3&lt;br /&gt;
|-&lt;br /&gt;
|43||28 oct||2&lt;br /&gt;
|-&lt;br /&gt;
|52||31 dec||1&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ecs_fishinggroundsfish.png]]&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;14th&amp;lt;/span&amp;gt;&#039;&#039;&#039; month.&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Agricultural Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years for industries, built in SE (scenario editor) or during map generation, younger than 4 years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Fishing grounds was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Changing production level consists of two levels. The first is the general level, that defines the current max production; the second is the local level, that defines current production level. During 14 months after the last general production level change the industry summarizes the transportation level of each month, giving &amp;quot;-1&amp;quot; if less than 50% of produced cargo was transported, &amp;quot;+1&amp;quot; if more than 75% was transported and &amp;quot;0&amp;quot; for 50%-75%. At the end of the 14 month period the score is examine, if it is above 6 the general production level increases by one, if it is below -6 then production drops to the lowest level. If the result is between -6 and 6 it continues at the current production level until the score exceeds +6 or falls below -6. Local production levels change every month and decrease if the transportation last month is less than 50% and increases if more than 75%.  Local production can never be higher that general production level.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds has one layout.&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds has high probability (7) to be built by map generator and normal probability (3) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds cannot be built by a player in a game. It should be prospected instead. It has 60% probability to be prospected near other Fishing grounds (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.&lt;br /&gt;
&lt;br /&gt;
When prospected by the player during a game, the Fishing grounds will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Fishing grounds will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on water&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 16 tiles away from land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Agricultural Vector. Animal Farm| Animal farm]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Agricultural Vector. Tinning Factory| Tinning factory]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 8 tiles from a Fishing grounds&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Fishing grounds supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Bauxite_mine&amp;diff=8655</id>
		<title>ECS Machinery Vector. Bauxite mine</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Bauxite_mine&amp;diff=8655"/>
		<updated>2012-12-30T14:27:44Z</updated>

		<summary type="html">&lt;p&gt;Kraks: added info about company colours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Machinery Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Machinery Vector. Steel Mill]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Machinery Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Machinery Vector. Aluminium plant]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, excavator graphics by Oz, trucks graphics by andythenorth, train graphics by Simozzz&lt;br /&gt;
&lt;br /&gt;
[[File:ECS_Bauxitemine.png]] [[File:ECS_Bauxitemine-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine is the part of the [[ECS Machinery Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine accepts Vehicles if defined.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Machinery!!Machinery (50%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||171||85&lt;br /&gt;
|-&lt;br /&gt;
|Low||245||122&lt;br /&gt;
|-&lt;br /&gt;
|Normal||350||175&lt;br /&gt;
|-&lt;br /&gt;
|High||501||250&lt;br /&gt;
|-&lt;br /&gt;
|Very high||716||358&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||1023||511&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Machinery Vector]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine produces Bauxite.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine uses 124 production levels, represented in % from 3% to 100%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When vehicles are not defined, Bauxite mine uses formula (2) to calculate production. When vehicles are defined, Bauxite mine uses formula (1) if there vehicles are waiting, and (3) if not.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;150 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(1)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(2)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;50 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(3)&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Machinery Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Bauxite mine was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Bauxite mine can have closure protections unless exhausted with parameter of [[ECS Machinery Vector]]&lt;br /&gt;
&lt;br /&gt;
Production change happens according on amount of cargo transported.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;center&amp;gt;Transportation&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Production change&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;lt; 25%&amp;lt;/center&amp;gt;||&amp;lt; 6%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 6%||divide production level by 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25% &amp;amp;ndash; 50%&amp;lt;/center&amp;gt;||any||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;50% &amp;amp;ndash; 75%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;75% &amp;amp;ndash; 87%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;gt; 87%&amp;lt;/center&amp;gt;||&amp;lt; 50%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 50%||increase production level by 1&lt;br /&gt;
|}&lt;br /&gt;
When all of the known Bauxite body has been extracted, the Bauxite mine closes immediately.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine has one layout.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine has normal probability (5) to be built by map generator and high probability (4) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Bauxite 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 Bauxite mine (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.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the Bauxite mine will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Bauxite mine will pick up the colour randomly. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 1 tiles away from desert tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 8 tiles away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from an [[ECS Machinery Vector. Aluminium plant| Aluminium plant]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 8 tiles from a Bauxite mine&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine is covered with snow when located above snow line. The Bauxite mine supports company colours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bauxite  body and reserves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Bauxite mine has a fixed Bauxite body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the Bauxite body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the Bauxite body. When the amount of Bauxite transported is above 60% a month, new reserves of Bauxite may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined Bauxite body. Bauxite mine 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.&lt;br /&gt;
&lt;br /&gt;
When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning.&lt;br /&gt;
&lt;br /&gt;
Body limit can be disabled with parameter of [[ECS Machinery Vector]]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Wood_Vector._Paper_Mill&amp;diff=8654</id>
		<title>ECS Wood Vector. Paper Mill</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Wood_Vector._Paper_Mill&amp;diff=8654"/>
		<updated>2012-12-29T20:45:11Z</updated>

		<summary type="html">&lt;p&gt;Kraks: added column with levels in the first table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Wood Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Wood Vector. Furniture Factory ]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Wood Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Wood Vector. Printing Works]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.1&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, inspired by Paper mill by BerberJesus&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_papermill.png]] [[File:Ecs_papermill-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Paper mill is the part of the [[ECS Wood Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Paper mill accepts Wood products and Refined products if defined.&lt;br /&gt;
&lt;br /&gt;
The Paper mill does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Wood products!!Wood products (75%)!!Refined products!!Refined products (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||1597||1197||336||252&lt;br /&gt;
|-&lt;br /&gt;
|Low||2281||1711||480||360&lt;br /&gt;
|-&lt;br /&gt;
|Normal||3259||2444||686||515&lt;br /&gt;
|-&lt;br /&gt;
|High||4655||3491||980||735&lt;br /&gt;
|-&lt;br /&gt;
|Very high||6650||4988||1400||1050&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||9500||7125||2000||1500&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Wood Vector]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Paper mill produces Paper.&lt;br /&gt;
&lt;br /&gt;
The Paper mill does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Paper mill uses 6 production levels.&lt;br /&gt;
&lt;br /&gt;
Both cargoes are a must. The Paper mill production 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).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Cycles!!Paper!!Wood products!!Refined products&lt;br /&gt;
|-&lt;br /&gt;
|Very low||1||72||96||8&lt;br /&gt;
|-&lt;br /&gt;
|Low||2||144||192||16&lt;br /&gt;
|-&lt;br /&gt;
|Normal||4||288||384||32&lt;br /&gt;
|-&lt;br /&gt;
|High||9||648||864||72&lt;br /&gt;
|-&lt;br /&gt;
|Very high||19||1368||1824||152&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||41||2952||3936||328&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Paper mill does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 75% &lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Wood Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Paper mill was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Changing production level is calculated by comparing the &#039;&#039;&#039;max (Wood products, Refined products * 9)&#039;&#039;&#039; with the value shown in the table.&lt;br /&gt;
&lt;br /&gt;
The industry can increase production level by one, and decrease it to any level. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Decrease!!Increase&lt;br /&gt;
|-&lt;br /&gt;
|Very low||108||324&lt;br /&gt;
|-&lt;br /&gt;
|Low||227||681&lt;br /&gt;
|-&lt;br /&gt;
|Normal||475||1425&lt;br /&gt;
|-&lt;br /&gt;
|High||1004||3012&lt;br /&gt;
|-&lt;br /&gt;
|Very high||2095||6285&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||4406|| &lt;br /&gt;
|}&lt;br /&gt;
On normal production level and higher at list 50% of cargo should be transported to allow production level growth&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Paper mill has one layout.&lt;br /&gt;
&lt;br /&gt;
The Paper mill has normal probability (4) to be built by map generator and low probability (2) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Paper mill can be built by a player both in a game and in the scenario editor. Construction cost factor is 176. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the Paper mill will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Paper mill will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;gt; 1 tiles away from shore tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;lt; 5 tiles away from shore tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build &amp;gt; 3 tiles away from desert tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 1 tile away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Wood Vector. Sawmill| Sawmill]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Chemical Vector II. Oil Refinery| Oil refinery]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Wood Vector. Printing Works| Printing works]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 31 tiles from a Paper mill&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Paper mill is covered with snow when located above snow line. The Paper mill supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS&amp;diff=8653</id>
		<title>ECS</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS&amp;diff=8653"/>
		<updated>2012-12-27T13:30:19Z</updated>

		<summary type="html">&lt;p&gt;Kraks: added link to wiki with russian translation of ECS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS]][[Category:Additional Reading]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | ||  || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Compatibility list]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Extended Cargo Scheme&#039;&#039; (ECS) is a proposal by [[MichaelBlunck| Michael Blunck]] to expand the cargo and industry types in Transport Tycoon.  Based upon this work, [[George]] has created a number of new GRF files that implement the [[ECS Vectors. Description| ECS Vectors]]. The following pages contains information about this ECS implementation.&lt;br /&gt;
&lt;br /&gt;
* [[ECS Compatibility list]]&lt;br /&gt;
* [[ECS Vectors]]&lt;br /&gt;
** [[ECS Vectors General Information]]&lt;br /&gt;
** [[ECS Vectors FAQ]]&lt;br /&gt;
** [[ECS Vectors. Location/Positioning Conditions]]&lt;br /&gt;
** [[ECS Town Vector]]&lt;br /&gt;
*** [[ECS Town Vector. Tourists centre]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. NeuSchwanstein Castle]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Goodrich Castle]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Karlstein]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Japan Castle]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Palenque]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Watch Tower]]&lt;br /&gt;
**** [[ECS Town Vector. Tourists centre. Casino resort]]&lt;br /&gt;
*** [[ECS Town Vector. Factory]]&lt;br /&gt;
*** [[ECS Town Vector. Gold mine]]&lt;br /&gt;
*** [[ECS Town Vector. Water supply]]&lt;br /&gt;
** [[ECS Basic Vector II]]&lt;br /&gt;
*** [[ECS Basic Vector II. Coal Mine]]&lt;br /&gt;
*** [[ECS Basic Vector II. Power plant]]&lt;br /&gt;
*** [[ECS Basic Vector II. Sand pit]]&lt;br /&gt;
*** [[ECS Basic Vector II. Glass works]]&lt;br /&gt;
*** [[ECS Basic Vector II. Brick works]]&lt;br /&gt;
*** [[ECS Basic Vector II. Cement works]]&lt;br /&gt;
** [[ECS Chemical Vector II]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Oil wells]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Oil rig]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Oil Refinery]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Chemical plant]]&lt;br /&gt;
*** [[ECS Chemical Vector II. Plastic plant]]&lt;br /&gt;
** [[ECS Machinery Vector]]&lt;br /&gt;
*** [[ECS Machinery Vector. Iron ore mine]]&lt;br /&gt;
*** [[ECS Machinery Vector. Steel Mill]]&lt;br /&gt;
*** [[ECS Machinery Vector. Bauxite mine]]&lt;br /&gt;
*** [[ECS Machinery Vector. Aluminium plant]]&lt;br /&gt;
*** [[ECS Machinery Vector. Vehicles Factory]]&lt;br /&gt;
** [[ECS Wood Vector]]&lt;br /&gt;
*** [[ECS Wood Vector. Forest]]&lt;br /&gt;
*** [[ECS Wood Vector. Sawmill]]&lt;br /&gt;
*** [[ECS Wood Vector. Furniture Factory]]&lt;br /&gt;
*** [[ECS Wood Vector. Paper Mill]]&lt;br /&gt;
*** [[ECS Wood Vector. Printing Works]]&lt;br /&gt;
** [[ECS Agricultural Vector]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Fishing grounds]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Farm]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Fruit Plantation]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Animal Farm]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Tinning Factory]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Brewery]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Food Plant]]&lt;br /&gt;
*** [[ECS Agricultural Vector. Textile Mill]]&lt;br /&gt;
** [[ECS Houses]]&lt;br /&gt;
*** [[ECS Houses. Petrol stations]]&lt;br /&gt;
*** [[ECS Houses. Statues]]&lt;br /&gt;
*** [[ECS Houses. Hotels]]&lt;br /&gt;
*** [[ECS Houses. Banks]] / [[ECS Houses. Banks Table]]&lt;br /&gt;
*** [[ECS Houses. Post offices]]&lt;br /&gt;
*** [[ECS Houses. Car shops]]&lt;br /&gt;
*** [[ECS Houses. Water towers]]&lt;br /&gt;
*** [[ECS Houses. Churches]]&lt;br /&gt;
*** [[ECS Houses. Houses]]&lt;br /&gt;
* [[ECS Vectors Translations]]&lt;br /&gt;
** [[ECS Vectors Translations - General strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Town vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Basic vector strings. Cargoes]]&lt;br /&gt;
** [[ECS Vectors Translations - Basic vector strings. Industries]]&lt;br /&gt;
** [[ECS Vectors Translations - Chemical vector strings. Cargoes]]&lt;br /&gt;
** [[ECS Vectors Translations - Chemical vector strings. Industries]]&lt;br /&gt;
** [[ECS Vectors Translations - Machinery vector strings. Cargoes]]&lt;br /&gt;
** [[ECS Vectors Translations - Machinery vector strings. Industries]]&lt;br /&gt;
** [[ECS Vectors Translations - Construction vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Wood vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Agricultural vector strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Houses strings]]&lt;br /&gt;
** [[ECS Vectors Translations - Parameters all vectors]]&lt;br /&gt;
** [[ECS Vectors Translations - Parameters town vector]]&lt;br /&gt;
** [[ECS Vectors Translations - Parameters ECS houses]]&lt;br /&gt;
** [[ECS Vectors Translations - Thanks page]]&lt;br /&gt;
* [[ECS Vectors Abandoned Part]]&lt;br /&gt;
** [[ECS Construction Vector]]&lt;br /&gt;
** [[ECS Basic Vector for Arctic]]&lt;br /&gt;
** [[ECS Basic Vector for Tropic]]&lt;br /&gt;
** [[ECS Machinery Vector for Tropic]]&lt;br /&gt;
** [[ECS Construction Vector by Pikkabird]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Clay pit]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Quarry]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Brick Works]]&lt;br /&gt;
*** [[ECS Construction Vector by Pikkabird. Engineers Yard]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.tt-forums.net/viewtopic.php?f=19&amp;amp;t=20277 ECS Proposal forum post]&lt;br /&gt;
* [http://www.ttdpatch.de/ecs.html ECS Proposal document]&lt;br /&gt;
* [http://wiki2.ttdrussia.net/index.php/ECS Russian translation (русская версия)]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Aluminium_plant&amp;diff=8652</id>
		<title>ECS Machinery Vector. Aluminium plant</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Aluminium_plant&amp;diff=8652"/>
		<updated>2012-12-27T10:38:44Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Machinery Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Machinery Vector. Bauxite mine]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Machinery Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Machinery Vector. Vehicles Factory]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by andythenorth. Small improvements by George&lt;br /&gt;
&lt;br /&gt;
[[File:ECS_Aluminiumplant.png]] [[File:ECS_Aluminiumplant-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant is the part of the [[ECS Machinery Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant accepts Bauxite and Coal.&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Bauxite!!Bauxite (75%)!!Coal!!Coal (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||6030||4523||7475||5606&lt;br /&gt;
|-&lt;br /&gt;
|Low||7538||5654||9344||7008&lt;br /&gt;
|-&lt;br /&gt;
|Normal||9423||7067||11680||8760&lt;br /&gt;
|-&lt;br /&gt;
|High||11778||8834||14600||10950&lt;br /&gt;
|-&lt;br /&gt;
|Very high||14723||11042||18250||13688&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||18403||13803||22813||17109&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Machinery Vector]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant produces Steel.&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant uses 7 production levels, meaning number of furnaces being on (from 0 to 6).&lt;br /&gt;
&lt;br /&gt;
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. Aluminium plant 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).&lt;br /&gt;
&lt;br /&gt;
Amount of material used is calculated as &#039;&#039;&#039;coal = 1.4 * steel&#039;&#039;&#039;, &#039;&#039;&#039;bauxite = 1.2 * steel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Every furnace can be upgraded to the best one for the current date. The smallest furnace is upgraded first.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Num\Year!!1920!!1950!!1975!!2000!!2020!!2040&lt;br /&gt;
|-&lt;br /&gt;
|1||5||7||8||11||14||19&lt;br /&gt;
|-&lt;br /&gt;
|2||7||9||12||15||20||26&lt;br /&gt;
|-&lt;br /&gt;
|3||10||13||17||22||28||36&lt;br /&gt;
|-&lt;br /&gt;
|4||14||18||23||30||39||51&lt;br /&gt;
|-&lt;br /&gt;
|5||19||25||32||42||55||71&lt;br /&gt;
|-&lt;br /&gt;
|6||27||35||45||59||77||100&lt;br /&gt;
|}&lt;br /&gt;
Production of steel:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Furnaces on!!1920!!1950!!1975!!2000!!2020!!2040&lt;br /&gt;
|-&lt;br /&gt;
|Very low||1||40||52||68||88||114||149&lt;br /&gt;
|-&lt;br /&gt;
|Low||2||96||125||162||211||274||356&lt;br /&gt;
|-&lt;br /&gt;
|Normal||3||174||227||295||383||498||648&lt;br /&gt;
|-&lt;br /&gt;
|High||4||284||369||480||624||812||1055&lt;br /&gt;
|-&lt;br /&gt;
|Very high||5||438||569||740||962||1250||1626&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||6||653||849||1103||1435||1865||2424&lt;br /&gt;
|-&lt;br /&gt;
|Limit||6*||1291||1678||2181||2836||3687||4793&lt;br /&gt;
|}&lt;br /&gt;
* Limit means ultimate production level (6 furnaces are on) where all furnaces are upgraded.&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Machinery Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*The Aluminium plant is built by the player during game play&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Increasing production on high production levels also requires at least 50% of steel being transported.&lt;br /&gt;
&lt;br /&gt;
Conditions for number of furnace going up&lt;br /&gt;
&lt;br /&gt;
(Current production * 6 / 5 * 8 * 3 &amp;lt; Amount of bauxite stored) and (Current production * 7 / 5 * 8 * 3 &amp;lt; Amount of coal stored)&lt;br /&gt;
&lt;br /&gt;
Conditions for number of furnace going down&lt;br /&gt;
&lt;br /&gt;
(Current production * 6 / 5 * 8 &amp;gt; Amount of bauxite stored) or (Current production * 7 / 5 * 8 &amp;gt; Amount of coal stored)&lt;br /&gt;
&lt;br /&gt;
Where Current production specifies amount of steel produced every 256 ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Attention!&amp;lt;/span&amp;gt;&#039;&#039;&#039; If the industry is inside a town zone 2, it always generates a &amp;quot;decrease production&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant has one of 10 possible layouts. New layouts are welcome (:biggrin:)&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant has low probability (3) to be built by map generator and low probability (2) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 160. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, The Aluminium plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, The Aluminium plant will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 16 tiles away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Basic Vector II. Coal Mine| Coal mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Machinery Vector. Bauxite mine| Bauxite mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Town Vector. Factory| Factory]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from an Aluminium plant&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Aluminium plant is covered with snow when located above snow line. The Aluminium plant supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Bauxite_mine&amp;diff=8651</id>
		<title>ECS Machinery Vector. Bauxite mine</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Bauxite_mine&amp;diff=8651"/>
		<updated>2012-12-25T16:59:57Z</updated>

		<summary type="html">&lt;p&gt;Kraks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Machinery Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Machinery Vector. Steel Mill]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Machinery Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Machinery Vector. Aluminium plant]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, excavator graphics by Oz, trucks graphics by andythenorth, train graphics by Simozzz&lt;br /&gt;
&lt;br /&gt;
[[File:ECS_Bauxitemine.png]] [[File:ECS_Bauxitemine-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine is the part of the [[ECS Machinery Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine accepts Vehicles if defined.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Machinery!!Machinery (50%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||171||85&lt;br /&gt;
|-&lt;br /&gt;
|Low||245||122&lt;br /&gt;
|-&lt;br /&gt;
|Normal||350||175&lt;br /&gt;
|-&lt;br /&gt;
|High||501||250&lt;br /&gt;
|-&lt;br /&gt;
|Very high||716||358&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||1023||511&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Machinery Vector]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine produces Bauxite.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine uses 124 production levels, represented in % from 3% to 100%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When vehicles are not defined, Bauxite mine uses formula (2) to calculate production. When vehicles are defined, Bauxite mine uses formula (1) if there vehicles are waiting, and (3) if not.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;150 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(1)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(2)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;50 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(3)&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Machinery Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Bauxite mine was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Bauxite mine can have closure protections unless exhausted with parameter of [[ECS Machinery Vector]]&lt;br /&gt;
&lt;br /&gt;
Production change happens according on amount of cargo transported.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;center&amp;gt;Transportation&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Production change&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;lt; 25%&amp;lt;/center&amp;gt;||&amp;lt; 6%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 6%||divide production level by 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25% &amp;amp;ndash; 50%&amp;lt;/center&amp;gt;||any||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;50% &amp;amp;ndash; 75%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;75% &amp;amp;ndash; 87%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;gt; 87%&amp;lt;/center&amp;gt;||&amp;lt; 50%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 50%||increase production level by 1&lt;br /&gt;
|}&lt;br /&gt;
When all of the known Bauxite body has been extracted, the Bauxite mine closes immediately.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine has one layout.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine has normal probability (5) to be built by map generator and high probability (4) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Bauxite 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 Bauxite mine (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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 1 tiles away from desert tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 8 tiles away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from an [[ECS Machinery Vector. Aluminium plant| Aluminium plant]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 8 tiles from a Bauxite mine&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine is covered with snow when located above snow line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bauxite  body and reserves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Bauxite mine has a fixed Bauxite body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the Bauxite body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the Bauxite body. When the amount of Bauxite transported is above 60% a month, new reserves of Bauxite may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined Bauxite body. Bauxite mine 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.&lt;br /&gt;
&lt;br /&gt;
When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning.&lt;br /&gt;
&lt;br /&gt;
Body limit can be disabled with parameter of [[ECS Machinery Vector]]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Glass_works&amp;diff=8529</id>
		<title>ECS Basic Vector II. Glass works</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Glass_works&amp;diff=8529"/>
		<updated>2012-08-17T17:37:54Z</updated>

		<summary type="html">&lt;p&gt;Kraks: fixed mixed up values for storage capacity (first table)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Basic Vector II]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Basic Vector II. Sand pit]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Basic Vector II]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Basic Vector II. Brick works]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.1&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by andythenorth, completely retextured and improved by George&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_glassworks-2.png]] [[File:Ecs_glassworks-2-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Glass works is the part of the [[ECS Basic Vector II]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Glass works accepts Sand, Coal, Potash (if defined).&lt;br /&gt;
&lt;br /&gt;
The Glass works does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Sand!!Sand (75%)!!Coal!!Coal (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||4367||3275||2320||1740&lt;br /&gt;
|-&lt;br /&gt;
|Low||5823||4367||3093||2320&lt;br /&gt;
|-&lt;br /&gt;
|Normal||7764||5823||4125||3093&lt;br /&gt;
|-&lt;br /&gt;
|High||10352||7764||5499||4125&lt;br /&gt;
|-&lt;br /&gt;
|Very high||13803||10352||7333||5499&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||18403||13803||9777||7333&lt;br /&gt;
|}&lt;br /&gt;
Since 1.2 would be increased to&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Sand!!Sand (75%)!!Coal!!Coal (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||6596||4947||3675||2756&lt;br /&gt;
|-&lt;br /&gt;
|Low||8245||6184||4594||3445&lt;br /&gt;
|-&lt;br /&gt;
|Normal||10306||7729||5742||4306&lt;br /&gt;
|-&lt;br /&gt;
|High||12882||9662||7177||5383&lt;br /&gt;
|-&lt;br /&gt;
|Very high||16103||12077||8972||6729&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||20129||15097||11215||8411&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Basic Vector II]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Glass works produces Glass.&lt;br /&gt;
&lt;br /&gt;
The Glass works does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Glass works uses 7 production levels, meaning number of furnaces being on (from 0 to 6).&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Amount of material used is calculated as &#039;&#039;&#039;coal = 0.2 * glass&#039;&#039;&#039;, &#039;&#039;&#039;sand = 0.4 * glass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Every furnace can be upgraded to the best one for the current date. The smallest furnace is upgraded first.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Num\Year!!1920!!1950!!1975!!2000!!2020!!2040&lt;br /&gt;
|-&lt;br /&gt;
|1||15||20||25||33||43||56&lt;br /&gt;
|-&lt;br /&gt;
|2||21||27||35||46||60||78&lt;br /&gt;
|-&lt;br /&gt;
|3||29||38||50||65||84||109&lt;br /&gt;
|-&lt;br /&gt;
|4||41||54||70||90||118||153&lt;br /&gt;
|-&lt;br /&gt;
|5||58||75||97||127||165||214&lt;br /&gt;
|-&lt;br /&gt;
|6||81||105||136||177||230||300&lt;br /&gt;
|}&lt;br /&gt;
Production of glass:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Furnaces on!!1920!!1950!!1975!!2000!!2020!!2040&lt;br /&gt;
|-&lt;br /&gt;
|Very low||1||120||156||203||264||343||446&lt;br /&gt;
|-&lt;br /&gt;
|Low||2||288||374||487||633||823||1069&lt;br /&gt;
|-&lt;br /&gt;
|Normal||3||523||680||884||1149||1494||1943&lt;br /&gt;
|-&lt;br /&gt;
|High||4||852||1108||1441||1873||2435||3165&lt;br /&gt;
|-&lt;br /&gt;
|Very high||5||1313||1708||2220||2886||3751||4877&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||6||1959||2547||3310||4304||5595||7273&lt;br /&gt;
|-&lt;br /&gt;
|Limit||6||3872||5034||6544||8508||11060||14378&lt;br /&gt;
|}&lt;br /&gt;
* Limit means ultimate production level (6 furnaces are on) where all furnaces are upgraded.&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Glass works does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Basic Vector II]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*The Glass works was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Increasing production on high production levels also requires at least 50% of glass being transported.&lt;br /&gt;
&lt;br /&gt;
Conditions for number of furnace going up&lt;br /&gt;
&lt;br /&gt;
(Current production * 9.6 &amp;lt; Amount of sand stored) and (Current production * 4.8 &amp;lt; Amount of coal stored)&lt;br /&gt;
&lt;br /&gt;
Conditions for number of furnace going down&lt;br /&gt;
&lt;br /&gt;
(Current production * 3.2 &amp;gt; Amount of sand stored) or (Current production * 1.6 &amp;gt; Amount of coal stored)&lt;br /&gt;
&lt;br /&gt;
Where Current production specifies amount of glass produced every 256 ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Attention!&amp;lt;/span&amp;gt;&#039;&#039;&#039; If the industry is inside a town zone 2, it always generates a &amp;quot;decrease production&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Glass works has one of 6 possible layouts. New layouts are welcome (:biggrin:)&lt;br /&gt;
&lt;br /&gt;
The Glass works has normal probability (4) to be built by map generator and low probability (2) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Glass works can be built by a player both in a game and in the scenario editor. Construction cost factor is 152. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 16 tiles away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Basic Vector II. Sand pit| Sand pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Basic Vector II. Coal Mine| Coal mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 8 tiles from a Glass works&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Glass works is covered with snow when located above snow line. The Glass works supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Town_Vector._Water_supply&amp;diff=8512</id>
		<title>ECS Town Vector. Water supply</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Town_Vector._Water_supply&amp;diff=8512"/>
		<updated>2012-08-02T19:16:35Z</updated>

		<summary type="html">&lt;p&gt;Kraks: removed double paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Town Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Town Vector. Gold mine]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Town Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Basic Vector II]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.1&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, inspired by some graphics by Raven and MHz&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_watersupply.png]] [[File:Ecs_watersupply-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Water supply is the part of the [[ECS Town Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Water supply produces Water.&lt;br /&gt;
&lt;br /&gt;
The Water supply does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Water supply uses 124 production levels, represented in % from 3% to 100%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Amount of water produced is &#039;&#039;&#039;250 * level% / 100%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Water supply does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Town Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Water supply is built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Water supply can have closure protections unless exhausted with parameter of [[ECS Town Vector]]&lt;br /&gt;
&lt;br /&gt;
Production change happens according on amount of cargo transported.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;center&amp;gt;Transportation&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Production change&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;lt; 25%&amp;lt;/center&amp;gt;||&amp;lt; 6%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 6%||divide production level by 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25% &amp;amp;ndash; 50%&amp;lt;/center&amp;gt;||any||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;50% &amp;amp;ndash; 75%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;75% &amp;amp;ndash; 87%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;gt; 87%&amp;lt;/center&amp;gt;||&amp;lt; 50%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 50%||increase production level by 1&lt;br /&gt;
|}&lt;br /&gt;
When all of the known Water body has been extracted, The Water supply closes.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Water supply has one of 3 possible layouts. New layouts are welcome (:biggrin:)&lt;br /&gt;
&lt;br /&gt;
The Water supply has low probability (3) to be built by map generator and normal probability (3) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Water supply can not be built by a player in a game. It should be prospected instead. It has 70% probability to be prospected. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When prospected by the player during a game, the Water supply will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Water supply will pick up the colour randomly. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build at least 15 levels above sea level&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
At least 1 tile around are desert tiles&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a Water supply&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Water supply is covered with snow when located above snow line. The Water supply supports company colours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water body and reserves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Water supply has a fixed Water body randomly predetermined during the construction phase at between 100Kt and 1600Kt. The size of the Water body is unknown to the player. At the beginning, the Water supply sees a reserve of 10 to 30% of the Water body. When the amount of Water transported is above 60% a month, new reserves of Water may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined Water body. Water supply 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.&lt;br /&gt;
&lt;br /&gt;
When the Water supply plans to exhaust all the water within 24 or 12 months, it generates a warning.&lt;br /&gt;
&lt;br /&gt;
Body limit can be disabled with parameter of [[ECS Town Vector]]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Vectors_General_Information&amp;diff=8459</id>
		<title>ECS Vectors General Information</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Vectors_General_Information&amp;diff=8459"/>
		<updated>2012-07-01T09:25:36Z</updated>

		<summary type="html">&lt;p&gt;Kraks: Fixed note to second image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Vectors]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Vectors]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Vectors FAQ]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
===Cargoes replacement===&lt;br /&gt;
&lt;br /&gt;
With ECS Vectors the player will see some basic TTDX cargoes replaced and many new ones added. These changes vary according to vector. Furthermore, each cargo is associated with a specific vector and a cargo will only be available if this vector is loaded.&lt;br /&gt;
&lt;br /&gt;
===Industry replacement===&lt;br /&gt;
&lt;br /&gt;
With ECS Vectors the player will see some basic TTDX industries replaced and many new ones added. These changes vary according to vector. Furthermore, each industry is associated with a specific vector and an industry will only be available if the vector is loaded.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
ECS industries use production callbacks that happen every 256 ticks. This means cargo processing and producing happens by timer, not when cargo arrives. Accepted cargo is stored and is waiting to be processed.&lt;br /&gt;
&lt;br /&gt;
ECS industries use production levels. This means that amounts of cargo processed and produced depend on the level. Than higher production level is, than higher production industry has and than more cargo it can process. There are several production level schemas available:&lt;br /&gt;
* Basic (logarithmic) schema with six production levels (Very low, Low, Normal, High, Very high, Ultimate).&lt;br /&gt;
* Lineal schema with 124 production levels from 4 to 128, represented in % from 3% to 100%.&lt;br /&gt;
* Irregular, where amounts of production is defined with number of lines, being switched on.&lt;br /&gt;
&lt;br /&gt;
===Stockpile===&lt;br /&gt;
&lt;br /&gt;
ECS industries have stockpiles, which are limited in size. It is a limit for the amount of cargo waiting to be processed. If stockpile is in overflow, cargo accepting stops. This means the Player should control amount of cargo delivered (he can&#039;t deliver all the cargo to the single industry).&lt;br /&gt;
&lt;br /&gt;
===Resource bodies===&lt;br /&gt;
&lt;br /&gt;
[[File:Mine-capacity.png|||right|Industry window]]&lt;br /&gt;
Every ECS mine (including Oil rig and Oil wells) has a fixed resource body, randomly predetermined during the construction phase. The size of the resource body is unknown to the player. At the beginning, the mine sees a reserve % of the body. When the amount of resource transported is above 60% a month, new reserves of resource may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined resource body.&lt;br /&gt;
&lt;br /&gt;
The mine has  probability to find new resources when all known resources are exhausted if amount of resources known is smaller than defined in predetermined body.&lt;br /&gt;
&lt;br /&gt;
The probability depending on % of amount of resources harvested from amount  of resources total. Equal to 100% if less than 50% resources exhausted, 75% if less than 75% resources exhausted, 50% if less than 87.5% resources exhausted, 25% in the other case.&lt;br /&gt;
&lt;br /&gt;
When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning.&lt;br /&gt;
&lt;br /&gt;
Body limit can be disabled with [[ECS_Vectors_General_Information#General_behaviour_change_parameter|General behaviour change parameter]]&lt;br /&gt;
&lt;br /&gt;
Some information about the body is represented in the industry window. &#039;&#039;&#039;&amp;lt;span style=&#039;color:#FF0000&#039;&amp;gt;Position 1&amp;lt;/span&amp;gt;&#039;&#039;&#039; describes % of body harvested. Always low in the beginning of the game. &#039;&#039;&#039;&amp;lt;span style=&#039;color:#0000FF&#039;&amp;gt;Position 2&amp;lt;/span&amp;gt;&#039;&#039;&#039; describes total body size as the % of the maximum capacity for this type of mines.&lt;br /&gt;
&lt;br /&gt;
Both positions are represented by 3 named values - &amp;quot;high&amp;quot;, &amp;quot;normal&amp;quot; and &amp;quot;low&amp;quot;. In case [[ECS_Vectors_General_Information#General_behaviour_change_parameter|General behaviour change parameter]] specifies endless mines the capacity is marked with value &amp;quot;ultimate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Advanced closure mechanism===&lt;br /&gt;
&lt;br /&gt;
This feature allows the player to control industries&#039; closure. Instead of default unpredictable closure, the industry &amp;quot;plans&amp;quot; the closure. It reports that it plans to close in 24 months with news message and starts the countdown. 12 months later it reminds again with news message. If the counter goes to 1, industry closes.&lt;br /&gt;
&lt;br /&gt;
==General behaviour change parameter==&lt;br /&gt;
&lt;br /&gt;
Industries behaviour can be adjusted with General behaviour change parameter, which is specified separately for every ECS Vector. This parameter is a bit switch with the following bits meaning:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Bit!!Value!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||Unlimited store place. Stockpile size is 64K, industry always accepts cargoes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||Endless mines. Amount of material harvested is always 0. The mine can never be exhausted&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||No mine closure. The mine should never close unless it is exhausted&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||No closure of serviced industries. Industry will never close if one of the following is true:&lt;br /&gt;
*transportation level is at least 1%&lt;br /&gt;
*any cargo is waiting on 1-st day of the month)&lt;br /&gt;
*the  industry is build by the player.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||No industry appearing/closure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Gbcp.png|||right|NewGRF parameters window]]&lt;br /&gt;
&lt;br /&gt;
To apply several effects, values should be summarised. For example, if a player would like to have endless mines (value 2) and keep all the mines on the map (value 4), he should put value 6 (value 2 + value 4 = 6). And another example, if a player would like to have unlimited store place (value 1), endless mines (value 2) and no closure of serviced industries (value 8), he should put value 11 (value 1 + value 2 + value 8 = 11).&lt;br /&gt;
&lt;br /&gt;
In OTTD parameters are configured with a menu&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Note:&amp;lt;/span&amp;gt;&#039;&#039;&#039; General behaviour change parameters are ignored on &amp;quot;hard&amp;quot; game difficulty settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ECS Cargo ID and Cargo classes==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!ECS 1.1.2!!ECS 1.2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
  {|&lt;br /&gt;
  |-&lt;br /&gt;
  !ID!!Label!!Cargo!!Class&lt;br /&gt;
  |-&lt;br /&gt;
  |00||PASS||Passengers||0001&lt;br /&gt;
  |-&lt;br /&gt;
  |01||COAL||Coal||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |02||MAIL||Mail||0002&lt;br /&gt;
  |-&lt;br /&gt;
  |03||OIL_||Oil||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |04||LVST||Livestock||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |05||GOOD||Goods||0004&lt;br /&gt;
  |-&lt;br /&gt;
  |06||CERE||Cereals||0210&lt;br /&gt;
  |-&lt;br /&gt;
  |07||WOOD||Wood||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |08||IORE||Iron Ore||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |09||STEL||Steel||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |0A||GOLD||Gold||0008&lt;br /&gt;
  |-&lt;br /&gt;
  |0B||FOOD||Food||0084&lt;br /&gt;
  |-&lt;br /&gt;
  |0C||PAPR||Paper||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |0D||FRUT||Fruit||0090&lt;br /&gt;
  |-&lt;br /&gt;
  |0E||FISH||Fish||0084&lt;br /&gt;
  |-&lt;br /&gt;
  |0F||WOOL||Wool||0220&lt;br /&gt;
  |-&lt;br /&gt;
  |10||/||/||/&lt;br /&gt;
  |-&lt;br /&gt;
  |11||SAND||Sand||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |12||GLAS||Glass||0420&lt;br /&gt;
  |-&lt;br /&gt;
  |13||WDPR||Wood Products||0030&lt;br /&gt;
  |-&lt;br /&gt;
  |14||DYES||Dyes||0060&lt;br /&gt;
  |-&lt;br /&gt;
  |15||FERT||Fertiliser||0030&lt;br /&gt;
  |-&lt;br /&gt;
  |16||OLSD||Oil seed||0210&lt;br /&gt;
  |-&lt;br /&gt;
  |17||RFPR||Refined products||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |18||VEHI||Vehicles||0420&lt;br /&gt;
  |-&lt;br /&gt;
  |19||PETR||Petrol / Fuel Oil||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |1A||BRCK||Bricks||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |1B||WATR||Water||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |1C||CMNT||Cement||0210&lt;br /&gt;
  |-&lt;br /&gt;
  |1D||FICR||Fibre crops||0030&lt;br /&gt;
  |-&lt;br /&gt;
  |1E||LIME||Lime stone||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |1F||TOUR||Tourists||0005&lt;br /&gt;
  |}&lt;br /&gt;
||&lt;br /&gt;
  {|&lt;br /&gt;
  |-&lt;br /&gt;
  !ID!!Label!!Cargo!!Class&lt;br /&gt;
  |-&lt;br /&gt;
  |00||PASS||Passengers||0001&lt;br /&gt;
  |-&lt;br /&gt;
  |01||COAL||Coal||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |02||MAIL||Mail||0002&lt;br /&gt;
  |-&lt;br /&gt;
  |03||OIL_||Oil||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |04||LVST||Livestock||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |05||GOOD||Goods||0004&lt;br /&gt;
  |-&lt;br /&gt;
  |06||CERE||Cereals||0210&lt;br /&gt;
  |-&lt;br /&gt;
  |07||WOOD||Wood||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |08||IORE||Iron Ore||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |09||STEL||Steel||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |0A||GOLD||Gold||0008&lt;br /&gt;
  |-&lt;br /&gt;
  |0B||FOOD||Food||0084&lt;br /&gt;
  |-&lt;br /&gt;
  |0C||PAPR||Paper||0020&lt;br /&gt;
  |-&lt;br /&gt;
  |0D||FRUT||Fruit||0090&lt;br /&gt;
  |-&lt;br /&gt;
  |0E||FISH||Fish||0084&lt;br /&gt;
  |-&lt;br /&gt;
  |0F||WOOL||Wool||0220&lt;br /&gt;
  |-&lt;br /&gt;
  |10||LIME||Lime stone||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |11||SAND||Sand||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |12||GLAS||Glass||0420&lt;br /&gt;
  |-&lt;br /&gt;
  |13||WDPR||Wood Products||0030&lt;br /&gt;
  |-&lt;br /&gt;
  |14||DYES||Dyes||0060&lt;br /&gt;
  |-&lt;br /&gt;
  |15||FERT||Fertiliser||0030&lt;br /&gt;
  |-&lt;br /&gt;
  |16||OLSD||Oil seed||0210&lt;br /&gt;
  |-&lt;br /&gt;
  |17||RFPR||Refined products||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |18||VEHI||Vehicles||0420&lt;br /&gt;
  |-&lt;br /&gt;
  |19||PETR||Petrol / Fuel Oil||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |1A||AORE||Bauxit||0010&lt;br /&gt;
  |-&lt;br /&gt;
  |1B||WATR||Water||0040&lt;br /&gt;
  |-&lt;br /&gt;
  |1C||BDMT||Building Materials||0220&lt;br /&gt;
  |-&lt;br /&gt;
  |1D||FICR||Fibre crops||0030&lt;br /&gt;
  |-&lt;br /&gt;
  |1E||/||/||/&lt;br /&gt;
  |-&lt;br /&gt;
  |1F||TOUR||Tourists||0005&lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Bauxite_mine&amp;diff=7913</id>
		<title>ECS Machinery Vector. Bauxite mine</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Machinery_Vector._Bauxite_mine&amp;diff=7913"/>
		<updated>2011-09-22T18:28:48Z</updated>

		<summary type="html">&lt;p&gt;Kraks: replace steel mill with alum. plant in construction conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Machinery Vector]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Machinery Vector. Steel Mill]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Machinery Vector]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Machinery Vector. Aluminium plant]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, excavator graphics by Oz, trucks graphics by andythenorth, train graphics by Simozzz&lt;br /&gt;
&lt;br /&gt;
[[File:ECS_Bauxitemine.png]] [[File:ECS_Bauxitemine-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine is the part of the [[ECS Machinery Vector]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine accepts Vehicles if defined.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Machinery!!Machinery (50%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||171||85&lt;br /&gt;
|-&lt;br /&gt;
|Low||245||122&lt;br /&gt;
|-&lt;br /&gt;
|Normal||350||175&lt;br /&gt;
|-&lt;br /&gt;
|High||501||250&lt;br /&gt;
|-&lt;br /&gt;
|Very high||716||358&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||1023||511&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Machinery Vector]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine produces Bauxite.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine uses 124 production levels, represented in % from 3% to 100%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When vehicles are not defined, Bauxite mine uses formula (2) to calculate production). When vehicles are defined, Bauxite mine uses formula (1) if there vehicles are waiting, and (3) if not.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;150 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(1)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(2)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;50 * level% / 100%&#039;&#039;&#039;||&amp;lt;center&amp;gt;(3)&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Machinery Vector]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 10 years&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Bauxite mine was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Bauxite mine can have closure protections unless exhausted with parameter of [[ECS Machinery Vector]]&lt;br /&gt;
&lt;br /&gt;
Production change happens according on amount of cargo transported.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;center&amp;gt;Transportation&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;!!&amp;lt;center&amp;gt;Production change&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;lt; 25%&amp;lt;/center&amp;gt;||&amp;lt; 6%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 6%||divide production level by 2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25% &amp;amp;ndash; 50%&amp;lt;/center&amp;gt;||any||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;50% &amp;amp;ndash; 75%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||decrease production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;75% &amp;amp;ndash; 87%&amp;lt;/center&amp;gt;||&amp;lt; 13%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 13%||increase production level by 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;lt;center&amp;gt;&amp;gt; 87%&amp;lt;/center&amp;gt;||&amp;lt; 50%||increase production level by 1 with 75% probability&lt;br /&gt;
multiply production level by 2 with 25% probability&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; 50%||increase production level by 1&lt;br /&gt;
|}&lt;br /&gt;
When all of the known Bauxite body has been extracted, the Bauxite mine closes immediately.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine has one layout.&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine has normal probability (5) to be built by map generator and high probability (4) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Bauxite 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 Bauxite mine (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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 1 tiles away from desert tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 8 tiles away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from an [[ECS Machinery Vector. Aluminium plant| Aluminium plant]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 8 tiles from a Bauxite mine&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Bauxite mine is covered with snow when located above snow line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bauxite  body and reserves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Bauxite mine has a fixed Bauxite body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the Bauxite body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the Bauxite body. When the amount of Bauxite transported is above 60% a month, new reserves of Bauxite may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined Bauxite body. Bauxite mine 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.&lt;br /&gt;
&lt;br /&gt;
When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning.&lt;br /&gt;
&lt;br /&gt;
Body limit can be disabled with parameter of [[ECS Machinery Vector]]&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Chemical_Vector_II._Plastic_plant&amp;diff=7912</id>
		<title>ECS Chemical Vector II. Plastic plant</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Chemical_Vector_II._Plastic_plant&amp;diff=7912"/>
		<updated>2011-09-22T04:10:06Z</updated>

		<summary type="html">&lt;p&gt;Kraks: made template for Plastic plant page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Chemical Vector II]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Chemical Vector II. Chemical plant]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Chemical Vector II]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Machinery Vector]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by andythenorth, small fixes by George&lt;br /&gt;
&lt;br /&gt;
[[File:ECS-Plasticplant.png]] [[File:ECS-Plasticplant-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Plastic plant is the part of the [[ECS Chemical Vector II]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Plastic plant accepts Refined products and Glass if defined.&lt;br /&gt;
&lt;br /&gt;
The Plastic plant does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt;&#039;&#039;&#039; of capacity, at which point the industry will start accepting cargo again.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Refined products (litres)!!Refined products (75%)!!Glass (boxes)!!Glass (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Low||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Normal||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|High||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Very high||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||???||???||???||???&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Chemical Vector II]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Plastic plant produces Goods and Building materials.&lt;br /&gt;
&lt;br /&gt;
The Plastic plant does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Plastic plant uses &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&#039;&#039;&#039; production levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Plastic plant does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*amount of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Chemical Vector II]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*amount of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*Plastic plant was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Changing production level is calculated by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Plastic plant has one of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; possible layouts. New layouts are welcome (:biggrin:)&lt;br /&gt;
&lt;br /&gt;
The Plastic plant has &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; probability (&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&#039;&#039;&#039;) to be built by map generator and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; probability (&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&#039;&#039;&#039;) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Plastic plant can be built by a player both in a game and in the scenario editor. Construction cost factor is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the Plastic plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Plastic plant will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at most &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles away from &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Tz0&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a [[ECS Chemical Vector II. Oil Refinery| Oil refinery]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a [[ECS Basic Vector II. Glass works| Glass works]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a Plastic plant &lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Plastic plant is covered with snow when located above snow line. The Plastic plant supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Glass_works&amp;diff=7911</id>
		<title>ECS Basic Vector II. Glass works</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Glass_works&amp;diff=7911"/>
		<updated>2011-09-21T03:55:01Z</updated>

		<summary type="html">&lt;p&gt;Kraks: small fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Basic Vector II]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Basic Vector II. Sand pit]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Basic Vector II]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Basic Vector II. Brick works]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.1&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by andythenorth, completely retextured and improved by George&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs_glassworks-2.png]] [[File:Ecs_glassworks-2-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Glass works is the part of the [[ECS Basic Vector II]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Glass works accepts Sand, Coal, Potash (if defined).&lt;br /&gt;
&lt;br /&gt;
The Glass works does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Sand!!Sand (75%)!!Coal!!Coal (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||3275||4367||1740||2320&lt;br /&gt;
|-&lt;br /&gt;
|Low||4367||5823||2320||3093&lt;br /&gt;
|-&lt;br /&gt;
|Normal||5823||7764||3093||4125&lt;br /&gt;
|-&lt;br /&gt;
|High||7764||10352||4125||5499&lt;br /&gt;
|-&lt;br /&gt;
|Very high||10352||13803||5499||7333&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||13803||18403||7333||9777&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Basic Vector II]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Glass works produces Glass.&lt;br /&gt;
&lt;br /&gt;
The Glass works does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
The Glass works uses 7 production levels, meaning number of furnaces being on (from 0 to 6).&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Amount of material used is calculated as &#039;&#039;&#039;coal = 0.2 * glass&#039;&#039;&#039;, &#039;&#039;&#039;sand = 0.4 * glass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Every furnace can be upgraded to the best one for the current date. The smallest furnace is upgraded first.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Num\Year!!1920!!1950!!1975!!2000!!2020!!2040&lt;br /&gt;
|-&lt;br /&gt;
|1||15||20||25||33||43||56&lt;br /&gt;
|-&lt;br /&gt;
|2||21||27||35||46||60||78&lt;br /&gt;
|-&lt;br /&gt;
|3||29||38||50||65||84||109&lt;br /&gt;
|-&lt;br /&gt;
|4||41||54||70||90||118||153&lt;br /&gt;
|-&lt;br /&gt;
|5||58||75||97||127||165||214&lt;br /&gt;
|-&lt;br /&gt;
|6||81||105||136||177||230||300&lt;br /&gt;
|}&lt;br /&gt;
Production of glass:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Furnaces on!!1920!!1950!!1975!!2000!!2020!!2040&lt;br /&gt;
|-&lt;br /&gt;
|Very low||1||120||156||203||264||343||446&lt;br /&gt;
|-&lt;br /&gt;
|Low||2||288||374||487||633||823||1069&lt;br /&gt;
|-&lt;br /&gt;
|Normal||3||523||680||884||1149||1494||1943&lt;br /&gt;
|-&lt;br /&gt;
|High||4||852||1108||1441||1873||2435||3165&lt;br /&gt;
|-&lt;br /&gt;
|Very high||5||1313||1708||2220||2886||3751||4877&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||6||1959||2547||3310||4304||5595||7273&lt;br /&gt;
|-&lt;br /&gt;
|Limit||6||3872||5034||6544||8508||11060||14378&lt;br /&gt;
|}&lt;br /&gt;
* Limit means ultimate production level (6 furnaces are on) where all furnaces are upgraded.&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Glass works does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 75%&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Basic Vector II]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*The Glass works was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Increasing production on high production levels also requires at least 50% of glass being transported.&lt;br /&gt;
&lt;br /&gt;
Conditions for number of furnace going up&lt;br /&gt;
&lt;br /&gt;
(Current production * 9.6 &amp;lt; Amount of sand stored) and (Current production * 4.8 &amp;lt; Amount of coal stored)&lt;br /&gt;
&lt;br /&gt;
Conditions for number of furnace going down&lt;br /&gt;
&lt;br /&gt;
(Current production * 3.2 &amp;gt; Amount of sand stored) or (Current production * 1.6 &amp;gt; Amount of coal stored)&lt;br /&gt;
&lt;br /&gt;
Where Current production specifies amount of glass produced every 256 ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Attention!&amp;lt;/span&amp;gt;&#039;&#039;&#039; If the industry is inside a town zone 2, it always generates a &amp;quot;decrease production&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Glass works has one of 6 possible layouts. New layouts are welcome (:biggrin:)&lt;br /&gt;
&lt;br /&gt;
The Glass works has normal probability (4) to be built by map generator and low probability (2) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Glass works can be built by a player both in a game and in the scenario editor. Construction cost factor is 152. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least 16 tiles away from Tz0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Basic Vector II. Sand pit| Sand pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 16 tiles from a [[ECS Basic Vector II. Coal Mine| Coal mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; 8 tiles from a Glass works&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Glass works is covered with snow when located above snow line. The Glass works supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Brick_works&amp;diff=7910</id>
		<title>ECS Basic Vector II. Brick works</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Brick_works&amp;diff=7910"/>
		<updated>2011-09-21T03:54:11Z</updated>

		<summary type="html">&lt;p&gt;Kraks: small fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Basic Vector II]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Basic Vector II. Glass works]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Basic Vector II]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Basic Vector II. Cement works]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by George, pit graphics based on sand pit by andythenorth.&lt;br /&gt;
&lt;br /&gt;
[[File:Ecs-brickworks.png]] [[File:Ecs-brickworks-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Brick works is the part of the [[ECS Basic Vector II]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Brick works accepts Coal.&lt;br /&gt;
&lt;br /&gt;
The Brick works does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt;&#039;&#039;&#039; of capacity, at which point the industry will start accepting cargo again.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Coal!!Coal (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Low||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Normal||???||???&lt;br /&gt;
|-&lt;br /&gt;
|High||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Very high||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||???||???&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Basic Vector II]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Brick works produces Building materials.&lt;br /&gt;
&lt;br /&gt;
The Brick works does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Brick works does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for industries, built in SE (scenario editor) or during map generation, younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for others&lt;br /&gt;
*transportation level &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Basic Vector II]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for industries, built in SE (scenario editor) or during map generation, younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*The Brick works was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Changing production level is calculated by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Attention!&amp;lt;/span&amp;gt;&#039;&#039;&#039; If the industry is inside a town zone 2, it always generates a &amp;quot;decrease production&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Brick works has one of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; possible layouts. New layouts are welcome (:biggrin:)&lt;br /&gt;
&lt;br /&gt;
The Brick works has &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; probability (&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&#039;&#039;&#039;) to be built by map generator and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; probability (&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&#039;&#039;&#039;) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Brick works can be built by a player both in a game and in the scenario editor. Construction cost factor is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the Brick works will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Brick works will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles away from &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Tz0&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a [[ECS Basic Vector II. Coal Mine| Coal mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a Brick works&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Brick works is covered with snow when located above snow line. The Brick works supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Cement_works&amp;diff=7909</id>
		<title>ECS Basic Vector II. Cement works</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECS_Basic_Vector_II._Cement_works&amp;diff=7909"/>
		<updated>2011-09-21T03:52:47Z</updated>

		<summary type="html">&lt;p&gt;Kraks: made template for Cement works page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ECS Vectors Industries]][[Category:ECS Basic Vector II]]&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; | &amp;lt;&amp;lt; [[ECS Basic Vector II. Brick works]] || align=&amp;quot;center&amp;quot; style=&amp;quot;width: 34%;&amp;quot;| [[ECS Basic Vector II]] || align=&amp;quot;right&amp;quot; style=&amp;quot;width: 33%;&amp;quot;| [[ECS Chemical Vector II]] &amp;gt;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
Valid for ECS 1.2&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
Drawn by andythenorth. New tiles drawn by George, inspired by cement works by MHz. Snowed by George&lt;br /&gt;
&lt;br /&gt;
[[File:ECS-Cementworks.png]] [[File:ECS-Cementworks-snowed.png]]&lt;br /&gt;
&lt;br /&gt;
The Cement works is the part of the [[ECS Basic Vector II]].&lt;br /&gt;
&lt;br /&gt;
==Cargoes==&lt;br /&gt;
&lt;br /&gt;
===Accepting===&lt;br /&gt;
&lt;br /&gt;
The Cement works accepts Sand, Steel and Lime (if defined).&lt;br /&gt;
&lt;br /&gt;
The Cement works does not accept any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt;&#039;&#039;&#039; of capacity, at which point the industry will start accepting cargo again.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Sand!!Sand (75%)!!Steel!!Steel (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Very low||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Low||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Normal||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|High||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Very high||???||???||???||???&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||???||???||???||???&lt;br /&gt;
|}&lt;br /&gt;
Acceptance limit can be disabled with parameter of [[ECS Basic Vector II]]&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
The Cement works produces Building materials.&lt;br /&gt;
&lt;br /&gt;
The Cement works does not produce any cargo during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Production change===&lt;br /&gt;
&lt;br /&gt;
Production change happens on the 1-st day of every month.&lt;br /&gt;
&lt;br /&gt;
The Cement works does not change production level during first 93 days of life if built in game.&lt;br /&gt;
&lt;br /&gt;
On the lowest production level advanced closure mechanism is applied with the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for industries, built in SE (scenario editor) or during map generation, younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for others&lt;br /&gt;
*transportation level &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protection can be changed with parameter of [[ECS Basic Vector II]] to the following protection conditions:&lt;br /&gt;
*last one on the map&lt;br /&gt;
*younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for industries, built in SE (scenario editor) or during map generation, younger than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&#039;&#039;&#039; years for others&lt;br /&gt;
*transportation level &amp;gt; 1%&lt;br /&gt;
*The Cement works was built by the player during game play&lt;br /&gt;
&lt;br /&gt;
Changing production level is calculated by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Attention!&amp;lt;/span&amp;gt;&#039;&#039;&#039; If the industry is inside a town zone &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&#039;&#039;&#039;, it always generates a &amp;quot;decrease production&amp;quot; event.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The Cement works has one of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; possible layouts. New layouts are welcome (:biggrin:)&lt;br /&gt;
&lt;br /&gt;
The Cement works has &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; probability (&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&#039;&#039;&#039;) to be built by map generator and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039; probability (&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;?&amp;lt;/span&amp;gt;&#039;&#039;&#039;) to be built during game play.&lt;br /&gt;
&lt;br /&gt;
The Cement works can be built by a player both in a game and in the scenario editor. Construction cost factor is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;???&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Construction conditions are represented in the table.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, The Cement works will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Cement works will pick up the colour randomly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!SE!!Condition&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on dry land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;+&amp;lt;/center&amp;gt;||Build on flat land&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build at least &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles away from &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;Tz0&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a [[ECS Basic Vector II. Sand pit| Sand pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a [[ECS Machinery Vector. Steel Mill| Steel Mill]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from an [[ECS Machinery Vector. Aluminium plant| Aluminium plant]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;ndash;&amp;lt;/center&amp;gt;||Build &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000; font-weight: bold&#039; &amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&#039;&#039;&#039; tiles from a Cement works&lt;br /&gt;
|}&lt;br /&gt;
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
The Cement works is covered with snow when located above snow line. The Cement works supports company colours.&lt;/div&gt;</summary>
		<author><name>Kraks</name></author>
	</entry>
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