Difference between revisions of "ECS Basic Vector II. Power plant"

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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. Coal Mine]] || align="center" style="width: 34%;"| [[ECS Basic Vector II]] || align="right" style="width: 33%;"| [[ECS Basic Vector II. Sand pit]] >>
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|}
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__TOC__
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Valid for ECS 1.1
  +
==General data==
   
  +
Drawn by Zimmlock, small fixes, company colours support and snowed version by George
'''''Power plant'''''
 
   
  +
[[File:Ecs_powerplant.png]] [[File:Ecs_powerplant-snowed.png]]
=Power plant=
 
   
  +
The Power plant is the part of the [[ECS Basic Vector II]].
Drawn by Zimmlock, small fixes, Company Colours support and snowed version by George
 
   
  +
==Cargoes==
The Power plant is the part of the [[ECSBasicVector|ECS Basic Vector II]].
 
   
  +
===Accepting===
==Accepted and produced cargoes==
 
 
The Power plant produces Sulphur if defined.
 
   
 
The Power plant accepts Coal, Oil (on certain conditions) if defined.
 
The Power plant accepts Coal, Oil (on certain conditions) if defined.
Line 20: Line 26:
 
Coal capacity is calculated as '''2100*coal storage slots'''
 
Coal capacity is calculated as '''2100*coal storage slots'''
   
Oil capacity is calculated as '''2500*coal storage slots'''
+
Oil capacity is calculated as '''2500*oil storage slots'''
 
Acceptance limit can be disabled with parameter of [[ECSBasicVector|ECS Basic Vector II]]
 
   
 
There are 0 oil storage slots by default. After 1950-th one coal storage slot is transformed into the oil storage slot (randomly). If Power plant is supplied with oil, coal storage slots begin to transform to oil storage slots (randomly). Backward transformation should not happen.
 
There are 0 oil storage slots by default. After 1950-th one coal storage slot is transformed into the oil storage slot (randomly). If Power plant is supplied with oil, coal storage slots begin to transform to oil storage slots (randomly). Backward transformation should not happen.
   
  +
Acceptance limit can be disabled with parameter of [[ECS Basic Vector II]]
==Construction==
 
   
  +
===Production===
The Power plant can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 144 that means the building cost is &pound;421,875/$843,750 in game, in case of inflation is off. Construction conditions are represented in the table.
 
   
  +
The Power plant produces Sulphur if defined.
||'''SE'''|'''Condition'''
 
   
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The Power plant does not produce any cargo during first 93 days of life if built in game.
<center>+</center>|Build on dry land
 
 
<center>+</center>|Build on flat land
 
 
<center>&ndash;</center>|Build &gt; 1 tiles away from desert tile
 
 
<center>&ndash;</center>|Build at least 100 tiles away from Tz0
 
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Coal mine
 
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Oil wells
 
 
<center>&ndash;</center>|Build &gt; 96 tiles from a Power plant||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions]
 
 
The Power plant has low probability (2) to be built by map generator and very low probability (1) to be built during game play.
 
 
==Production==
 
   
 
The Power plant uses 124 production levels, represented in % from 3% to 100%.
 
The Power plant uses 124 production levels, represented in % from 3% to 100%.
Line 62: Line 50:
 
If both oil and coal are waiting, amount of coal processed is '''R0 * R0 / (R0 + R1)''', amount of oil processed is '''R1 * R1 / (R0 + R1)'''
 
If both oil and coal are waiting, amount of coal processed is '''R0 * R0 / (R0 + R1)''', amount of oil processed is '''R1 * R1 / (R0 + R1)'''
   
==Production change==
+
===Production change===
   
 
Production change happens on the 1-st day of every month.
 
Production change happens on the 1-st day of every month.
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*last one on the map
 
*last one on the map
 
*younger than 10 years
 
*younger than 10 years
*amount of '''Coal + Oil &gt; 1024'''
+
*amount of '''Coal + Oil > 1024'''
*Amount of Energy generated &gt; 1024MW/h
+
*Amount of Energy generated > 1024MW/h
   
Protection can be changed with parameter of [[ECSBasicVector|ECS Basic Vector II]] to the following protection conditions:
+
Protection can be changed with parameter of [[ECS Basic Vector II]] to the following protection conditions:
 
*last one on the map
 
*last one on the map
 
*younger than 10 years
 
*younger than 10 years
*amount of '''Coal + Oil &gt; 1'''
+
*amount of '''Coal + Oil > 1'''
*Amount of Energy generated &gt; 1024MW/h
+
*Amount of Energy generated > 1024MW/h
*Sulphur transportation level is &gt;1%
+
*Sulphur transportation level is > 1%
 
*Power plant is built by the player during game play
 
*Power plant is built by the player during game play
   
 
The level change is based on amount of energy, generated by Power plant and amount of resources on the stock.
 
The level change is based on amount of energy, generated by Power plant and amount of resources on the stock.
   
  +
{|
||<center>'''Stock (Coal+Oil)'''</center>|<center>'''Level'''</center>|'''Production change'''
 
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!<center>Stock (Coal+Oil)</center>!!<center>Level</center>!!Production change
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|-
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|<center>0-9</center>||3%-6%||decrease production level by 1
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|-
  +
|<center>0-9</center>||7%-100%||divide production level by 2
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|-
  +
|<center>10-99</center>||3%-100%||decrease production level by 1
  +
|-
  +
|<center>100-1023</center>||3%-100%||no change
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|-
  +
|<center>1024-2047</center>||3%-24%||increase production level by 1
  +
|-
  +
|<center>1024-2047</center>||25%-100%||increase production level by 1 if sulphur transportation level is > 50%
  +
|-
  +
|<center>2048-</center>||3%-24%||increase production level by 1 with 80% probability
  +
|-
  +
|<center>2048-</center>||3%-24%||multiply production level by 2 with 20% probability
  +
|-
  +
|<center>2048-</center>||25%-100%||increase production level by 1 with 80% probability if sulphur transportation level is > 50%
  +
|-
  +
|<center>2048-</center>||25%-100%||multiply production level by 2 with 20% probability if sulphur transportation level is > 50%
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|}
   
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'''<span style="color:#FF0000; font-weight: bold' ">Attention!</span>''' If the industry is inside a town zone 2, it always generates a "decrease production" event.
<center>0-9</center>|3%-6%|decrease production level by 1
 
   
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==Construction==
<center>0-9</center>|7%-100%|divide production level by 2
 
   
  +
The Power plant has one of 4 possible layouts. New layouts are welcome (:biggrin:)
<center>10-99</center>|3%-100%|decrease production level by 1
 
   
  +
The Power plant has low probability (2) to be built by map generator and very low probability (1) to be built during game play.
<center>100-1023</center>|3%-100%|no change
 
   
  +
The Power plant 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.
<center>1024-2047</center>|3%-24%|increase production level by 1
 
   
  +
When built by the player during a game, the Power plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Power plant will pick up the colour randomly.
<center>1024-2047</center>|25%-100%|increase production level by 1 if sulphur transportation level is &gt; 50%
 
   
  +
{|
<center>2048-</center>|3%-24%|increase production level by 1 with 80% probability
 
  +
!SE!!Condition
 
  +
|-
<center>2048-</center>|3%-24%|multiply production level by 2 with 20% probability
 
  +
|<center>+</center>||Build on dry land
 
  +
|-
<center>2048-</center>|25%-100%|increase production level by 1 with 80% probability if sulphur transportation level is &gt; 50%
 
  +
|<center>+</center>||Build on flat land
 
  +
|-
<center>2048-</center>|25%-100%|multiply production level by 2 with 20% probability if sulphur transportation level is &gt; 50%||
 
  +
|<center>&ndash;</center>||Build > 1 tiles away from desert tile
  +
|-
  +
|<center>&ndash;</center>||Build at least 100 tiles away from Tz0
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Basic Vector II. Coal Mine| Coal mine]]
  +
|-
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Chemical Vector II. Oil wells| Oil wells]]
  +
|-
  +
|<center>&ndash;</center>||Build > 96 tiles from a Power plant
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|}
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[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
   
 
==Features==
 
==Features==
   
The Power plant has one of 4 possible layouts. New layouts are welcome (:biggrin:)
+
The Power plant is covered with snow when located above snow line. The Power plant supports company colours.
   
  +
The Power plant changes graphics over time (following [http://users.skynet.be/florisjan/ttd/ttrs.html#pd TTRSv3]'s second parameter). The change occurs independently for each tile. If [http://users.skynet.be/florisjan/ttd/ttrs.html#pd TTRSv3] is not detected, the Power plant follows TTRSv3's default era time sequence.
The Power plant is covered with snow when located above snow line.
 
   
  +
Era 1:
When built by the player during a game, the Power plant will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Power plant will pick up the colour randomly.
 
   
  +
[[File:Ecs_powerplant.png]] [[File:Ecs_powerplant-snowed.png]]
The Power plant changes graphics over time (following [http://users.skynet.be/florisjan/ttd/ttrs.html#pd|TTRSv3]'s second parameter). The change occurs independently for each tile. If [http://users.skynet.be/florisjan/ttd/ttrs.html#pd|TTRSv3] is not detected, the Power plant follows TTRSv3's default era time sequence.
 
 
Era 1:
 
   
 
Era 2:
 
Era 2:
   
  +
[[File:Ecs_powerplant-e2.png]] [[File:Ecs_powerplant-e2-snowed.png]]
{img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/powerplant-2-e2-snowed.png</nowiki> width= height= align= desc= link= }
 
   
 
Era 3:
 
Era 3:
   
  +
[[File:Ecs_powerplant-e3.png]] [[File:Ecs_powerplant-e3-snowed.png]]
{img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/powerplant-2-e3-snowed.png</nowiki> width= height= align= desc= link= }
 
   
 
Era 4:
 
Era 4:
   
  +
[[File:Ecs_powerplant-e4.png]] [[File:Ecs_powerplant-e4-snowed.png]]
{img<nowiki>src=http://www.george.zernebok.net/newgrf/newcargos/img/powerplant-2-e4-snowed.png</nowiki> width= height= align= desc= link= }
 

Latest revision as of 16:57, 1 July 2011

<< ECS Basic Vector II. Coal Mine ECS Basic Vector II ECS Basic Vector II. Sand pit >>

Valid for ECS 1.1

General data

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

Ecs powerplant.png Ecs powerplant-snowed.png

The Power plant is the part of the ECS Basic Vector II.

Cargoes

Accepting

The Power plant accepts Coal, Oil (on certain conditions) if defined.

The Power plant 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 66% of capacity, at which point the industry will start accepting cargo again.

Coal capacity is calculated as 2100*coal storage slots

Oil capacity is calculated as 2500*oil storage slots

There are 0 oil storage slots by default. After 1950-th one coal storage slot is transformed into the oil storage slot (randomly). If Power plant is supplied with oil, coal storage slots begin to transform to oil storage slots (randomly). Backward transformation should not happen.

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

Production

The Power plant produces Sulphur if defined.

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

The Power plant uses 124 production levels, represented in % from 3% to 100%.

Every 1 ton of coal is transformed into 7.5 MW/h of Energy, 1000 litres of oil is transformed into 10.3 MW/h of Energy.

If sulphur is defined amount of sulphur produced in tons is equal to 0.4% of energy produced

Maximum amount of coal to process per cycle is R0 = level % * (max (cur_year - 1920 , 5) + 20) / 10 (or amount of coal waiting if less)

Maximum amount of oil to process per cycle is R1 = level % * 4 * (max (current year - 1920 , 5) + 20) / 25 (or amount of oil waiting if less)

If both oil and coal are waiting, amount of coal processed is R0 * R0 / (R0 + R1), amount of oil processed is R1 * R1 / (R0 + R1)

Production change

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

The Power plant 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
  • amount of Coal + Oil > 1024
  • Amount of Energy generated > 1024MW/h

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
  • amount of Coal + Oil > 1
  • Amount of Energy generated > 1024MW/h
  • Sulphur transportation level is > 1%
  • Power plant is built by the player during game play

The level change is based on amount of energy, generated by Power plant and amount of resources on the stock.

Stock (Coal+Oil)
Level
Production change
0-9
3%-6% decrease production level by 1
0-9
7%-100% divide production level by 2
10-99
3%-100% decrease production level by 1
100-1023
3%-100% no change
1024-2047
3%-24% increase production level by 1
1024-2047
25%-100% increase production level by 1 if sulphur transportation level is > 50%
2048-
3%-24% increase production level by 1 with 80% probability
2048-
3%-24% multiply production level by 2 with 20% probability
2048-
25%-100% increase production level by 1 with 80% probability if sulphur transportation level is > 50%
2048-
25%-100% multiply production level by 2 with 20% probability if sulphur transportation level is > 50%

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

Construction

The Power plant has one of 4 possible layouts. New layouts are welcome (:biggrin:)

The Power plant has low probability (2) to be built by map generator and very low probability (1) to be built during game play.

The Power plant 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.

When built by the player during a game, the Power plant will be in company colours of the builder. When generated by the game or built while in the scenario editor, the Power plant 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 100 tiles away from Tz0
Build > 16 tiles from a Coal mine
Build > 16 tiles from a Oil wells
Build > 96 tiles from a Power plant

Description of Location/Positioning Conditions

Features

The Power plant is covered with snow when located above snow line. The Power plant supports company colours.

The Power plant changes graphics over time (following TTRSv3's second parameter). The change occurs independently for each tile. If TTRSv3 is not detected, the Power plant follows TTRSv3's default era time sequence.

Era 1:

Ecs powerplant.png Ecs powerplant-snowed.png

Era 2:

Ecs powerplant-e2.png Ecs powerplant-e2-snowed.png

Era 3:

Ecs powerplant-e3.png Ecs powerplant-e3-snowed.png

Era 4:

Ecs powerplant-e4.png Ecs powerplant-e4-snowed.png