Difference between revisions of "ECS Basic Vector II. Coal Mine"

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[[Category:ECS Vectors Industries]][[Category:ECS Basic Vector II]]
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{| style="width: 100%;" border="1"
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|- valign="top"
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| style="width: 33%;" | << [[ECS Basic Vector II]] || align="center" style="width: 34%;"| [[ECS Basic Vector II]] || align="right" style="width: 33%;"| [[ECS Basic Vector II. Power plant]] >>
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|}
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__TOC__
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Valid for ECS 1.1
   
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==General data==
'''''Coal Mine'''''
 
   
  +
Drawn by Zimmlock, small fixes, company colours support and snowed version by George
=Coal Mine=
 
   
  +
[[File:Ecs_coalmine.png]] [[File:Ecs_coalmine-snowed.png]]
Drawn by Zimmlock
 
   
  +
The Coal mine is the part of the [[ECS Basic Vector II]].
==General data==
 
   
  +
==Cargoes==
Coal mines produce coal. If coal is not transported, the coal mine will produce 5-10 tons of coal. In all other cases production depends upon the production level represented as the number (up to 128, the ultimate production level), multiplied by 8 when no machinery is waiting, by 20 when at least 1 machinery unit is waiting, by 12 when machinery is undefined.
 
   
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===Accepting===
This way the coal mine will support a smooth production level.
 
   
  +
The Coal mine accepts Vehicles if defined.
At the highest production level, 8 units of machinery are processed per month. 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). A coal mine cannot be built by a player.
 
   
  +
The Coal mine does not accept any cargo during first 93 days of life if built in game.
==Coal body and reserves==
 
   
  +
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.
Every coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1000Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 75% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal body.
 
   
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{|
When the mine plans to exhaust all the reserves within 24 or 12 months, it generates a warning.
 
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!Level!!Machinery!!Machinery (50%)
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|-
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|Very low||171||85
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|-
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|Low||245||122
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|-
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|Normal||350||175
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|-
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|High||501||250
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|-
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|Very high||716||358
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|-
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|Ultimate||1023||511
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|}
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Acceptance limit can be disabled with parameter of [[ECS Basic Vector II]]
   
==Production change==
+
===Production===
   
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The Coal mine produces Coal.
Changing production level depends on the amount of cargo transported. If less than 60% of produced cargo is transported, production goes down, while if more than 85% is transported, it goes up with 12.5% probability, and goes up smoothly in the other case.
 
   
  +
The Coal mine does not produce any cargo during first 93 days of life if built in game.
For values 60% - 75% and 75% - 85% a smooth production change is applied which means production levels &nbsp;change by -1 and +1 respectively. Currently the smooth production change only works in OTTD.
 
   
  +
The Coal mine uses 124 production levels, represented in % from 3% to 100%.
When all of the known coal body has been extracted, the coal ore mine closes immediately.
 
   
  +
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.
Coal mine uses [[ECSVectorsGeneralInformation|advanced closure mechanism]] when: it is at least 10 years old, it is not the last one on the map, it has the lowest production level, transportation level is below 75%.
 
   
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When vehicles are not defined, Coal mine uses formula (2) to calculate production). When vehicles are defined, Coal mine uses formula (1) if there vehicles are waiting, and (3) if not.
==Stockpile size==
 
   
  +
{|
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.
 
  +
|'''250 * level% / 100%'''||<center>(1)</center>
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|-
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|'''150 * level% / 100%'''||<center>(2)</center>
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|-
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|'''100 * level% / 100%'''||<center>(3)</center>
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|}
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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===
||Level|Machinery|Machinery (50%)
 
   
  +
Production change happens on the 1-st day of every month.
Very low|171|85
 
   
  +
The Coal mine does not change production level during first 93 days of life if built in game.
Low|245|122
 
   
  +
On the lowest production level (Very low or 3%) advanced closure mechanism is applied with the following protection conditions:
Normal|350|175
 
  +
*last one on the map
  +
*younger than 10 years
  +
*transportation level > 75%
   
  +
Protection can be changed with a parameter of [[ECS Basic Vector II]] to the following protection conditions:
High|501|250
 
  +
*last one on the map
  +
*younger than 10 years
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*transportation level > 1%
  +
*Coal mine is built by the player during game play
   
  +
Coal mine can have closure protections unless exhausted with a parameter of [[ECS Basic Vector II]]
Very high|716|358
 
   
  +
Production change happens according on amount of cargo transported.
Ultimate|1023|511||
 
   
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{|
==Possible locations==
 
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!<center>Transportation</center>!!<center>Level</center>!!<center>Production change</center>
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|-
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| rowspan="2" |<center>< 25%</center>||< 6%||decrease production level by 1
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|-
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|> 6%||divide production level by 2
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|-
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|<center>25% &ndash; 50%</center>||any||decrease production level by 1
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|-
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| rowspan="2" |<center>50% &ndash; 75%</center>||< 13%||increase production level by 1
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|-
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|> 13%||decrease production level by 1
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|-
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| rowspan="2" |<center>75% &ndash; 87%</center>||< 13%||increase production level by 1 with 75% probability
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multiply production level by 2 with 25% probability
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|-
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|> 13%||increase production level by 1
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|-
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| rowspan="2" |<center>> 87%</center>||< 50%||increase production level by 1 with 75% probability
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multiply production level by 2 with 25% probability
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|-
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|> 50%||increase production level by 1
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|}
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When all of the known coal body has been extracted, the Coal mine closes immediately.
   
  +
==Construction==
Coal mines should be built on flat land far from towns (Rz0 + 6 &lt; Ed). They can't be built near other coal mines, power plants, glass works, steel mills.
 
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[[File:Ecs_mammothcoalmine.png|||right|"Mammoth" layout]]
   
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The Coal mine has one of 9 possible layouts. New layouts are welcome (:biggrin:)
==Specials==
 
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  +
The Coal mine can have a special "Mammoth" layout that has 1.5 times higher capacity and output.
  +
  +
The Coal mine has high probability (6) to be built by map generator and normal probability (3) to be built during game play.
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The Coal 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 Coal 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.
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When prospected by the player during a game, the Coal mine will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Coal mine will pick up the colour randomly.
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{|
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!SE!!Condition
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|-
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|<center>+</center>||Build on dry land
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|-
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|<center>+</center>||Build on flat land
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|-
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|<center>&ndash;</center>||Build > 1 tiles away from desert tile
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|-
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|<center>&ndash;</center>||Build at least 8 tiles away from Tz0
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|-
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|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Machinery Vector. Steel Mill| Steel mill]]
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|-
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|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Basic Vector II. Glass works| Glass works]]
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|-
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|<center>&ndash;</center>||Build > 32 tiles from a [[ECS Basic Vector II. Power plant| Power plant]]
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|-
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|<center>&ndash;</center>||Build > 8 tiles from a Coal mine
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|}
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[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
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==Features==
  +
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The Coal mine is covered with snow when located above snow line. The Coal mine supports company colours.
  +
  +
'''Coal body and reserves'''
  +
  +
Every Coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 60% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal body. Coal 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.
  +
  +
When the mine 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]]
Coal mine has special &quot;Mammoth&quot; layout, that has 1.5 times higher capacity and output.
 

Latest revision as of 04:53, 20 September 2011

<< ECS Basic Vector II ECS Basic Vector II ECS Basic Vector II. Power plant >>

Valid for ECS 1.1

General data

Drawn by Zimmlock, small fixes, company colours support and snowed version by George

Ecs coalmine.png Ecs coalmine-snowed.png

The Coal mine is the part of the ECS Basic Vector II.

Cargoes

Accepting

The Coal mine accepts Vehicles if defined.

The Coal mine 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 Coal mine produces Coal.

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

The Coal mine 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, Coal mine uses formula (2) to calculate production). When vehicles are defined, Coal mine uses formula (1) if there vehicles are waiting, and (3) if not.

250 * level% / 100%
(1)
150 * level% / 100%
(2)
100 * level% / 100%
(3)

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 Coal mine 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 a parameter of ECS Basic Vector II to the following protection conditions:

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

Coal mine can have closure protections unless exhausted with a parameter of ECS Basic Vector II

Production change happens according on amount of cargo transported.

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

multiply production level by 2 with 25% probability

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

multiply production level by 2 with 25% probability

> 50% increase production level by 1

When all of the known coal body has been extracted, the Coal mine closes immediately.

Construction

"Mammoth" layout

The Coal mine has one of 9 possible layouts. New layouts are welcome (:biggrin:)

The Coal mine can have a special "Mammoth" layout that has 1.5 times higher capacity and output.

The Coal mine has high probability (6) to be built by map generator and normal probability (3) to be built during game play.

The Coal 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 Coal 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.

When prospected by the player during a game, the Coal mine will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Coal mine 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 > 16 tiles from a Steel mill
Build > 16 tiles from a Glass works
Build > 32 tiles from a Power plant
Build > 8 tiles from a Coal mine

Description of Location/Positioning Conditions

Features

The Coal mine is covered with snow when located above snow line. The Coal mine supports company colours.

Coal body and reserves

Every Coal mine has a fixed coal body randomly predetermined during the construction phase at between 100Kt and 1100Kt. The size of the coal body is unknown to the player. At the beginning, the mine sees a reserve of 10 to 30% of the coal body. When the amount of coal transported is above 60% a month, new reserves of coal may be found, increasing the known reserves by +10% to +30%, but reserves may never exceed the predetermined coal body. Coal 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.

When the mine 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