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

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[[Category:ECS Vectors Industries]][[Category:ECS Chemical 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 Chemical Vector II. Oil Refinery]] || align="center" style="width: 34%;"| [[ECS Chemical Vector II]] || align="right" style="width: 33%;"| [[ECS Chemical Vector II. Plastic plant]] >>
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|}
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__TOC__
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Valid for ECS 1.1
   
  +
==General data==
'''''Chemical plant '''''
 
 
=Chemical plant=
 
   
 
Drawn by andythenorth, small fixes and snowed version by George
 
Drawn by andythenorth, small fixes and snowed version by George
   
  +
[[File:Ecs_chemicalsplant.png]] [[File:Ecs_chemicalsplant-snowed.png]]
The Chemical plant is the part of the [[ECSChemicalVector|ECS Chemical Vector II]].
 
   
  +
The Chemical plant is the part of the [[ECS Chemical Vector II]].
==Accepted and produced cargoes==
 
   
  +
==Cargoes==
The Chemical plant &nbsp;produces Goods.
 
   
  +
===Accepting===
The Chemical plant &nbsp;accepts Glass or Ceramics, Dyes, Steel if defined.
 
   
The Chemical plant &nbsp;does not accept any cargo during first 93 days of life if built in game.
+
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.
 
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||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]]
   
  +
===Production===
Very low|840|630|2689|2017|1345|1008
 
   
  +
The Chemical plant produces Dyes and Fertiliser.
Low|1201|900|3842|2881|1921|1441
 
   
  +
The Chemical plant does not produce any cargo during first 93 days of life if built in game.
Normal|1715|1286|5488|4116|2744|2058
 
   
  +
The Chemical plant uses 6 production levels.
High|2450|1838|7840|5880|3920|2940
 
   
  +
'''Calculations'''
Very high|3500|2625|11200|8400|5600|4200
 
 
Ultimate|5000|3750|16000|12000|8000|6000||Acceptance limit can be disabled with parameter of [[ECSChemicalVector|ECS Chemical Vector II]]
 
 
==Construction==
 
 
The Chemical plant &nbsp;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 &pound;468,750/$937,500 in game, in case of inflation is off. Construction conditions are represented in the table.
 
 
||'''SE'''|'''Condition'''
 
 
<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 most 7 tiles away from Tz0
 
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Steel mill
 
 
<center>&ndash;</center>|Build &gt; 16 tiles from a Chemical 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]
 
 
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.
 
 
==Production==
 
 
===Steel or Glass are available===
 
 
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===
 
   
 
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.
 
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.
The Chemical plant &nbsp;does not produce any cargo during first 93 days of life if built in game.
 
   
  +
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'''.
||'''Level'''|'''Steel (tonnes)'''|'''Glass (boxes)'''|'''Goods (crates)'''
 
   
  +
Then effectiveness factors are applied '''R4 = R4 * 85%''', '''R3 = R3 * 85% + R4 * 5%'''.
Very low|5|15|9
 
   
  +
Then processing of Sulphur and Potash is calculated as ''' R4 = R4 + R1 * 90% + R2 * 90%'''.
Low|11|32|19
 
   
  +
{|
Normal|24|67|40
 
  +
!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===
High|49|141|85
 
 
Very high|102|297|178
 
 
Ultimate|210|625|375||On first step the basic values are taken from the table.
 
 
On the second step these values are reduced according to amount of material waiting.
 
 
Then the amount of goods is recalculated. If Steel or Glass are defined, formula (1) is used. If not, formula (2) is used instead.
 
 
||'''Goods new = Goods old * Steel new / Steel old &nbsp; + Goods old * Glass New / Glass old'''|<center>(1)</center>
 
 
'''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.
 
 
Then amount of Goods is recalculated again '''Goods final = max (Goods new + Dyes new * 9 / 5; 2)'''
 
 
==Production change==
 
   
 
Production change happens on the 1-st day of every month.
 
Production change happens on the 1-st day of every month.
   
The Chemical plant &nbsp;does not change production level during first 93 days of life if built in game.
+
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 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 > 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 [[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 > 1'''
*transportation level &gt; 1%
+
*transportation level > 1%
*Chemical plant &nbsp;is built by the player during game play
+
*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.
===Steel or Glass are available===
 
   
  +
The industry can increase production level by one, and decrease it to any level.
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.
 
  +
!<center>Level</center>!!<center>Decrease</center>!!<center>Increase</center>
  +
|-
  +
|Very low|| ||216
  +
|-
  +
|Low||144||432
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|-
  +
|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%
   
  +
'''<span style="color:#FF0000; font-weight: bold' ">Attention!</span>''' If the industry is inside a town zone 0, it always generates a "decrease production" event.
||'''Level'''|'''Decrease (crates of goods)'''|'''Increase (reduced tonnes)'''
 
   
  +
==Construction==
Very low| |135
 
   
  +
The Chemical plant has one of 8 possible layouts. New layouts are welcome (:biggrin:)
Low|77|279
 
   
  +
The Chemical plant has low probability (2) to be built by map generator and low probability (2) to be built during game play.
Normal|162|576
 
   
  +
The Chemical plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 176. Construction conditions are represented in the table.
High|340|1188
 
   
  +
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.
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
 
  +
!SE!!Condition
 
  +
|-
===Steel and Glass are not available===
 
  +
|<center>+</center>||Build on dry land
 
  +
|-
Production change happens according on amount of cargo transported.
 
  +
|<center>+</center>||Build on flat land
 
  +
|-
||'''Transportation'''|'''Production change'''
 
  +
|<center>&ndash;</center>||Build at most 16 tiles away from Tz0
 
  +
|-
<center>&lt; 25%</center>|divide production level by 2 if current level above 6%
 
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Chemical Vector II. Oil Refinery| Oil refinery]]
 
  +
|-
<center>-&quot;-</center>|decrease production level by 1 if current level 3% &ndash; 6%
 
  +
|<center>&ndash;</center>||Build > 16 tiles from a Potash mine
 
  +
|-
<center>25% &ndash; 49%</center>|decrease production level by 1
 
  +
|<center>&ndash;</center>||Build > 16 tiles from a [[ECS Basic Vector II. Power plant| Power plant]]
 
  +
|-
<center>51% &ndash; 75%</center>|increase production level by 1
 
  +
|<center>&ndash;</center>||Build > 16 tiles from a Chemical plant
 
  +
|}
<center>&gt;75%</center>|increase production level by 1 with 75% probability
 
  +
[[ECS Vectors. Location/Positioning Conditions| Description of Location/Positioning Conditions]]
 
<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 is covered with snow when located above snow line. The Chemical plant supports company colours.
 
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.
 

Latest revision as of 04:59, 20 September 2011

<< ECS Chemical Vector II. Oil Refinery ECS Chemical Vector II ECS Chemical Vector II. Plastic plant >>

Valid for ECS 1.1

General data

Drawn by andythenorth, small fixes and snowed version by George

Ecs chemicalsplant.png Ecs chemicalsplant-snowed.png

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

Cargoes

Accepting

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

Production

The Chemical plant produces Dyes and Fertiliser.

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

The Chemical plant uses 6 production levels.

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 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%

Attention! If the industry is inside a town zone 0, it always generates a "decrease production" event.

Construction

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

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

The Chemical plant can be built by a player both in a game and in the scenario editor. Construction cost factor is 176. Construction conditions are represented in the table.

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.

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

Description of Location/Positioning Conditions

Features

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