Difference between revisions of "ECS Basic Vector II. Sand pit"
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The Sand pit has one of 9 possible layouts. New layouts are welcome biggrin |
The Sand pit has one of 9 possible layouts. New layouts are welcome biggrin |
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− | The Sand pit has |
+ | The Sand pit has normal probability (4) to be built by map generator and low probability (2) to be built during game play. |
The Sand pit can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Sand pit (at most 64 tiles away) and 18% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table. |
The Sand pit can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Sand pit (at most 64 tiles away) and 18% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table. |
Latest revision as of 04:54, 20 September 2011
<< ECS Basic Vector II. Power plant | ECS Basic Vector II | ECS Basic Vector II. Glass works >> |
Valid for ECS 1.1
General data
Drawn by andythenorth, small retexturing by George
The Sand pit is the part of the ECS Basic Vector II.
Cargoes
Accepting
The Sand pit accepts Vehicles if defined.
The Sand pit does not accept any cargo during first 93 days of life if built in game.
Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to 50% of capacity, at which point the industry will start accepting cargo again.
Level | Machinery | Machinery (50%) |
---|---|---|
Very low | 171 | 85 |
Low | 245 | 122 |
Normal | 350 | 175 |
High | 501 | 250 |
Very high | 716 | 358 |
Ultimate | 1023 | 511 |
Acceptance limit can be disabled with parameter of ECS Basic Vector II
Production
The Sand pit produces Sand.
The Sand pit does not produce any cargo during first 93 days of life if built in game.
The Sand pit uses 124 production levels, represented in % from 3% to 100%.
To calculate a month production values should be summarized for all the cycles of the month (usually 8 or 9). The following calculations are given for one production cycle.
When vehicles are not defined, Sand pit uses formula (2) to calculate production). When vehicles are defined, Sand pit uses formula (1) if there vehicles are waiting, and (3) if not.
450 * level% / 100% | |
350 * level% / 100% | |
300 * level% / 100% |
At the highest production level, 1 unit of vehicles (machinery) is processed per cycle. With every level below this, the amount of processed machinery units is halved (down to the lowest production level of 1 machinery unit during 4 months).
Production change
Production change happens on the 1-st day of every month.
The Sand pit does not change production level during first 93 days of life if built in game.
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:
- last one on the map
- younger than 10 years
- transportation level > 75%
Protection can be changed with parameter of ECS Basic Vector II to the following protection conditions:
- last one on the map
- younger than 10 years
- transportation level > 1%
- Sand pit is built by the player during game play
Sand pit can have closure protections unless exhausted with parameter of ECS Basic Vector II
Production change happens according on amount of cargo transported.
< 6% | decrease production level by 1 | |
> 6% | divide production level by 2 | |
any | decrease production level by 1 | |
< 13% | increase production level by 1 | |
> 13% | decrease production level by 1 | |
< 13% | increase production level by 1 with 75% probability
multiply production level by 2 with 25% probability | |
> 13% | increase production level by 1 | |
< 50% | increase production level by 1 with 75% probability
multiply production level by 2 with 25% probability | |
> 50% | increase production level by 1 |
When all of the known sand body has been extracted, the Sand pit closes immediately.
Construction
The Sand pit has one of 9 possible layouts. New layouts are welcome biggrin
The Sand pit has normal probability (4) to be built by map generator and low probability (2) to be built during game play.
The Sand pit can not be built by a player in a game. It should be prospected instead. It has 68% probability to be prospected near other Sand pit (at most 64 tiles away) and 18% probability far from it. Prospecting cost factor is 255. Construction conditions for SE and map generator are represented in the table.
When prospected by the player during a game, the Sand pit will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Sand pit will pick up the colour randomly.
SE | Condition |
---|---|
Build on dry land | |
Build on flat land | |
Build > 1 tiles away from desert tile | |
Build at least 8 tiles away from Tz0 | |
Build > 32 tiles from a Glass works | |
Build > 8 tiles from a Sand pit |
Description of Location/Positioning Conditions
Features
The Sand pit is covered with snow when located above snow line. The Sand pit supports company colours.
Sand body and reserves
Every Sand pit has a fixed sand body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the sand body is unknown to the player. At the beginning, the pit sees a reserve of 10 to 30% of the sand body. When the amount of sand transported is above 60% a month, new reserves of sand may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined sand body. Sand pit has 50% probability to find new resources when all known resources are exhausted if amount of resources known is smaller than defined in predetermined body.
When the pit plans to exhaust all the reserves within 24 or 12 months, it generates a warning.
Body limit can be disabled with parameter of ECS Basic Vector II