ECS Basic Vector II. Glass works

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Valid for ECS 1.1

General data

Drawn by andythenorth, completely retextured and improved by George

Ecs glassworks-2.png Ecs glassworks-2-snowed.png

The Glass works is the part of the ECS Basic Vector II.

Cargoes

Accepting

The Glass works accepts Sand, Coal, Potash (if defined).

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

Cargo acceptance is limited by storage capacity. If the stockpile is in overflow, the industry stops accepting cargo until the stockpile is down to 75% of capacity, at which point the industry will start accepting cargo again.

Level Sand Sand (75%) Coal Coal (75%)
Very low 4367 3275 2320 1740
Low 5823 4367 3093 2320
Normal 7764 5823 4125 3093
High 10352 7764 5499 4125
Very high 13803 10352 7333 5499
Ultimate 18403 13803 9777 7333

Since 1.2 would be increased to

Level Sand Sand (75%) Coal Coal (75%)
Very low 6596 4947 3675 2756
Low 8245 6184 4594 3445
Normal 10306 7729 5742 4306
High 12882 9662 7177 5383
Very high 16103 12077 8972 6729
Ultimate 20129 15097 11215 8411



Acceptance limit can be disabled with parameter of ECS Basic Vector II

Production

The Glass works produces Glass.

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

The Glass works uses 7 production levels, meaning number of furnaces being on (from 0 to 6).

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).

Amount of material used is calculated as coal = 0.2 * glass, sand = 0.4 * glass.

Every furnace can be upgraded to the best one for the current date. The smallest furnace is upgraded first.

Num\Year 1920 1950 1975 2000 2020 2040
1 15 20 25 33 43 56
2 21 27 35 46 60 78
3 29 38 50 65 84 109
4 41 54 70 90 118 153
5 58 75 97 127 165 214
6 81 105 136 177 230 300

Production of glass:

Level Furnaces on 1920 1950 1975 2000 2020 2040
Very low 1 120 156 203 264 343 446
Low 2 288 374 487 633 823 1069
Normal 3 523 680 884 1149 1494 1943
High 4 852 1108 1441 1873 2435 3165
Very high 5 1313 1708 2220 2886 3751 4877
Ultimate 6 1959 2547 3310 4304 5595 7273
Limit 6 3872 5034 6544 8508 11060 14378
  • Limit means ultimate production level (6 furnaces are on) where all furnaces are upgraded.

Production change

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

The Glass works does not change production level during first 93 days of life if built in game.

On the lowest production level advanced closure mechanism is applied with the following protection conditions:

  • last one on the map
  • younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  • 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 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
  • transportation level > 1%
  • The Glass works was built by the player during game play

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.

Increasing production on high production levels also requires at least 50% of glass being transported.

Conditions for number of furnace going up

(Current production * 9.6 < Amount of sand stored) and (Current production * 4.8 < Amount of coal stored)

Conditions for number of furnace going down

(Current production * 3.2 > Amount of sand stored) or (Current production * 1.6 > Amount of coal stored)

Where Current production specifies amount of glass produced every 256 ticks.

Attention! If the industry is inside a town zone 2, it always generates a "decrease production" event.

Construction

The Glass works has one of 6 possible layouts. New layouts are welcome (:biggrin:)

The Glass works has normal probability (4) to be built by map generator and low probability (2) to be built during game play.

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.

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.

SE Condition
+
Build on dry land
+
Build on flat land
Build at least 16 tiles away from Tz0
Build > 16 tiles from a Sand pit
Build > 16 tiles from a Coal mine
Build > 8 tiles from a Glass works

Description of Location/Positioning Conditions

Features

The Glass works is covered with snow when located above snow line. The Glass works supports company colours.