Difference between revisions of "ECS Chemical Vector II. Chemical plant"

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==Accepted and produced cargoes==
 
==Accepted and produced cargoes==
   
The Chemical plant  produces Goods.
+
The Chemical plant  produces Dyes and Fertiliser.
   
The Chemical plant  accepts Glass or Ceramics, Dyes, Steel if defined.
+
The Chemical plant  accepts Refined products, Sulphur and Potash if defined.
   
 
The Chemical plant  does not accept any cargo during first 93 days of life if built in game.
 
The Chemical plant  does not accept any cargo during first 93 days of life if built in game.
Line 18: Line 18:
 
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.
 
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'''|'''Steel (tonnes)'''|'''Steel (75%)'''|'''Glass (boxes)'''|'''Glass (75%)'''|'''Dyes (tonnes)'''|'''Dyes (75%)'''
+
||'''Level'''|'''Refined products (litres)'''|'''Refined products (75%)'''|'''Sulphur (tons)'''|'''Sulphur (75%)'''|'''Potash (tons)'''|'''Potash (75%)'''
   
Very low|840|630|2689|2017|1345|1008
+
Very low|4034|3025|1345|1008|1345|1008
   
Low|1201|900|3842|2881|1921|1441
+
Low|5762|4322|1921|1441|1921|1441
   
Normal|1715|1286|5488|4116|2744|2058
+
Normal|8232|6174|2744|2058|2744|2058
   
High|2450|1838|7840|5880|3920|2940
+
High|11760|8820|3920|2940|3920|2940
   
Very high|3500|2625|11200|8400|5600|4200
+
Very high|16800|12600|5600|4200|5600|4200
   
  +
Ultimate|24000|18000|8000|6000|8000|6000
Ultimate|5000|3750|16000|12000|8000|6000||Acceptance limit can be disabled with parameter of [[ECSChemicalVector|ECS Chemical Vector II]]
 
  +
 
||Acceptance limit can be disabled with parameter of [[ECSChemicalVector|ECS Chemical Vector II]]
   
 
==Construction==
 
==Construction==
   
The Chemical plant  can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 160 that means the building cost is £468,750/$937,500 in game, in case of inflation is off. Construction conditions are represented in the table.
+
The Chemical plant  can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 168 that means the building cost is £492'187/$984'375/€984'375 in game, in case of inflation is off. Construction conditions are represented in the table.
   
 
||'''SE'''|'''Condition'''
 
||'''SE'''|'''Condition'''
Line 42: Line 44:
 
<center>+</center>|Build on flat land
 
<center>+</center>|Build on flat land
   
<center>&ndash;</center>|Build &gt; 1 tiles away from desert tile
+
<center>&ndash;</center>|Build at most 16 tiles away from Tz0
   
<center>&ndash;</center>|Build at most 7 tiles away from Tz0
+
<center>&ndash;</center>|Build &gt; 16 tiles from a Oil refinery
   
<center>&ndash;</center>|Build &gt; 16 tiles from a Steel mill
+
<center>&ndash;</center>|Build &gt; 16 tiles from a Potash mine
   
<center>&ndash;</center>|Build &gt; 16 tiles from a Chemical plant
+
<center>&ndash;</center>|Build &gt; 16 tiles from a Power plant
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Glass works
 
   
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Chemical plant ||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions]
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Chemical plant ||[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions|Description of Location/Positioning Conditions]
   
The Chemical plant &nbsp;has low probability (2) to be built by map generator and very low probability (1) to be built during game play.
+
The Chemical plant &nbsp;has very low probability (2) to be built by map generator and very low probability (2) to be built during game play.
   
 
==Production==
 
==Production==
 
===Steel or Glass are available===
 
   
 
The Chemical plant &nbsp;uses 6 production levels.
 
The Chemical plant &nbsp;uses 6 production levels.
 
===Steel and Glass are not available===
 
 
The Chemical plant &nbsp;uses 124 production levels, represented in % from 3% to 100%.
 
   
 
===Calculations===
 
===Calculations===
 
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.
 
   
 
The Chemical plant &nbsp;does not produce any cargo during first 93 days of life if built in game.
 
The Chemical plant &nbsp;does not produce any cargo during first 93 days of life if built in game.
   
 
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.
||'''Level'''|'''Steel (tonnes)'''|'''Glass (boxes)'''|'''Goods (crates)'''
 
   
  +
The base values are 16 for Refined products and 8 for Sulphur and Potash (R0, R1 and R2). Base values are multiplied by the level based multiplier. The result is decreased if amount of corresponding cargo waiting is less, than the calculated values (R0, R1 and R2). Values RC and RD are % of cargo transported last month.
Very low|5|15|9
 
   
  +
In case '''RC + RD = 0''' the following calculation happens '''R3 = R0 / 2''' and '''R4 = R0 /2''' and in case if not '''R3 = R0 * RC / (RC + RD) / 2''' and '''R4 = R0 * RD / (RC + RD) / 2'''.
Low|11|32|19
 
   
  +
Then effectiveness factors are applied '''R4 = R4 * 85%''', '''R3 = R3 * 85% + R4 * 5%'''.
Normal|24|67|40
 
   
  +
Then processing of Sulphur and Potash is calculated as ''' R4 = R4 + R1 * 90% + R2 * 90%'''.
High|49|141|85
 
   
  +
||'''Level'''|'''Multiplier'''
Very high|102|297|178
 
   
 
Very low|1
Ultimate|210|625|375||On first step the basic values are taken from the table.
 
   
  +
Low|2
On the second step these values are reduced according to amount of material waiting.
 
   
 
Normal|4
Then the amount of goods is recalculated. If Steel or Glass are defined, formula (1) is used. If not, formula (2) is used instead.
 
   
  +
High|9
||'''Goods new = Goods old * Steel new / Steel old &nbsp; + Goods old * Glass New / Glass old'''|<center>(1)</center>
 
   
 
Very high|19
'''Goods new = 375 * level% / 200%'''|<center>(2)</center>||Then amount of Dyes used is calculated as '''Dyes = Goods new / 4''' and then reduced according to amount of Dyes waiting.
 
   
  +
Ultimate|41||Resulting values R0, R1 and R2 are amounts of Refined products, Sulphur and Potash processed, and R3 and R4 are amounts of Dyes and Fertiliser produced.
Then amount of Goods is recalculated again '''Goods final = max (Goods new + Dyes new * 9 / 5; 2)'''
 
   
 
==Production change==
 
==Production change==
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The Chemical plant &nbsp;does not change production level during first 93 days of life if built in game.
 
The Chemical plant &nbsp;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:
+
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:
 
*last one on the map
 
*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
 
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
*amount of '''Steel + Glass/3 + Dyes &gt; 1024'''
+
*amount of '''Refined products + Sulphur + Potash &gt; 1024'''
   
 
Protection can be changed with parameter of [[ECSChemicalVector|ECS Chemical Vector II]] to the following protection conditions:
 
Protection can be changed with parameter of [[ECSChemicalVector|ECS Chemical Vector II]] to the following protection conditions:
 
*last one on the map
 
*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
 
*younger than 5 years for industries, built in SE (scenario editor) or during map generation, younger than 2 years for others
*amount of '''Steel + Glass/3 + Dyes &gt; 1'''
+
*amount of '''Refined products + Sulphur + Potash &gt; 1'''
 
*transportation level &gt; 1%
 
*transportation level &gt; 1%
 
*Chemical plant &nbsp;is built by the player during game play
 
*Chemical plant &nbsp;is built by the player during game play
   
  +
Changing production level is calculated by comparing the sum of Refined products + Sulphur + Potash waiting with the value shown in the table.
===Steel or Glass are available===
 
 
Production level decreases when amount of cargo produced last month is below the value represented in the table.
 
 
Production level increases when amount of '''max (Steel, Glass / 3)''' is above the value represented in the table.
 
 
||'''Level'''|'''Decrease (crates of goods)'''|'''Increase (reduced tonnes)'''
 
 
Very low| |135
 
 
Low|77|279
 
 
Normal|162|576
 
 
High|340|1188
 
 
Very high|714|2451
 
 
Ultimate|1500| ||On normal production level and higher at list 50% of cargo should be transported to allow production level grow
 
 
===Steel and Glass are not available===
 
   
  +
The industry can increase production level by one, and decrease it to any level.
Production change happens according on amount of cargo transported.
 
   
  +
||<center>'''Level'''</center>|<center>'''Decrease'''</center>|<center>'''Increase'''</center>
||'''Transportation'''|'''Production change'''
 
   
 
Very low| |216
<center>&lt; 25%</center>|divide production level by 2 if current level above 6%
 
   
 
Low|144|432
<center>-&quot;-</center>|decrease production level by 1 if current level 3% &ndash; 6%
 
   
 
Normal|288|864
<center>25% &ndash; 49%</center>|decrease production level by 1
 
   
 
High|648|1944
<center>51% &ndash; 75%</center>|increase production level by 1
 
   
 
Very high|1368|4104
<center>&gt;75%</center>|increase production level by 1 with 75% probability
 
   
  +
Ultimate|2952| ||Level increasing on Normal level and above happens only if dyes or fertiliser transportation level is &gt; 50%
<center>-&quot;-</center>|multiply production level by 2||
 
   
 
==Features==
 
==Features==
   
The Chemical plant &nbsp;has one of 24 possible layouts. New layouts are welcome (:biggrin:)
+
The Chemical plant &nbsp;has one of 8 possible layouts. New layouts are welcome (:biggrin:)
   
 
The Chemical plant &nbsp;is covered with snow when located above snow line.
 
The Chemical plant &nbsp;is covered with snow when located above snow line.
   
When built by the player during a game, the Chemical plant &nbsp;will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Chemical plant &nbsp;will pick up the colour randomly with one exception. The white colour would be changed to yellow.
+
When built by the player during a game, the Chemical plant &nbsp;will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Chemical plant &nbsp;will pick up the colour randomly.

Revision as of 18:40, 26 December 2010

Chemical plant

Chemical plant

Drawn by andythenorth, small fixes and snowed version by George

The Chemical plant is the part of the ECS Chemical Vector II.

Accepted and produced cargoes

The Chemical plant  produces Dyes and Fertiliser.

The Chemical plant  accepts Refined products, Sulphur and Potash if defined.

The Chemical 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 75% of capacity, at which point the industry will start accepting cargo again.

||Level|Refined products (litres)|Refined products (75%)|Sulphur (tons)|Sulphur (75%)|Potash (tons)|Potash (75%)

Very low|4034|3025|1345|1008|1345|1008

Low|5762|4322|1921|1441|1921|1441

Normal|8232|6174|2744|2058|2744|2058

High|11760|8820|3920|2940|3920|2940

Very high|16800|12600|5600|4200|5600|4200

Ultimate|24000|18000|8000|6000|8000|6000

||Acceptance limit can be disabled with parameter of ECS Chemical Vector II

Construction

The Chemical plant  can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 168 that means the building cost is £492'187/$984'375/€984'375 in game, in case of inflation is off. Construction conditions are represented in the table.

||SE|Condition

+

|Build on dry land

+

|Build on flat land

|Build at most 16 tiles away from Tz0

|Build > 16 tiles from a Oil refinery

|Build > 16 tiles from a Potash mine

|Build > 16 tiles from a Power plant

|Build > 16 tiles from a Chemical plant ||of Location/Positioning Conditions

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

Production

The Chemical plant  uses 6 production levels.

Calculations

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

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.

The base values are 16 for Refined products and 8 for Sulphur and Potash (R0, R1 and R2). Base values are multiplied by the level based multiplier. The result is decreased if amount of corresponding cargo waiting is less, than the calculated values (R0, R1 and R2). Values RC and RD are % of cargo transported last month.

In case RC + RD = 0 the following calculation happens R3 = R0 / 2 and R4 = R0 /2 and in case if not R3 = R0 * RC / (RC + RD) / 2 and R4 = R0 * RD / (RC + RD) / 2.

Then effectiveness factors are applied R4 = R4 * 85%, R3 = R3 * 85% + R4 * 5%.

Then processing of Sulphur and Potash is calculated as R4 = R4 + R1 * 90% + R2 * 90%.

||Level|Multiplier

Very low|1

Low|2

Normal|4

High|9

Very high|19

Ultimate|41||Resulting values R0, R1 and R2 are amounts of Refined products, Sulphur and Potash processed, and R3 and R4 are amounts of Dyes and Fertiliser produced.

Production change

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

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

On the lowest production level (Very low) 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
  • amount of Refined products + Sulphur + Potash > 1024

Protection can be changed with parameter of ECS Chemical 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
  • amount of Refined products + Sulphur + Potash > 1
  • transportation level > 1%
  • Chemical plant  is built by the player during game play

Changing production level is calculated by comparing the sum of Refined products + Sulphur + Potash waiting with the value shown in the table.

The industry can increase production level by one, and decrease it to any level.

||

Level

|

Decrease

|

Increase

Very low| |216

Low|144|432

Normal|288|864

High|648|1944

Very high|1368|4104

Ultimate|2952| ||Level increasing on Normal level and above happens only if dyes or fertiliser transportation level is > 50%

Features

The Chemical plant  has one of 8 possible layouts. New layouts are welcome (:biggrin:)

The Chemical plant  is covered with snow when located above snow line.

When built by the player during a game, the Chemical plant  will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the Chemical plant  will pick up the colour randomly.