Difference between revisions of "ECS Machinery Vector. Steel Mill"

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| style="width: 33%;" | << [[ECS Machinery Vector. Iron ore mine]] || align="center" style="width: 34%;"| [[ECS Machinery Vector]] || align="right" style="width: 33%;"| [[ECS Machinery Vector. Vehicles Factory]] >>
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| style="width: 33%;" | << [[ECS Machinery Vector. Iron ore mine]] || align="center" style="width: 34%;"| [[ECS Machinery Vector]] || align="right" style="width: 33%;"| [[ECS Machinery Vector. Bauxite mine]] >>
 
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__TOC__
 
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Where Current production specifies amount of steel produced every 256 ticks.
 
Where Current production specifies amount of steel produced every 256 ticks.
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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.
   
 
==Construction==
 
==Construction==
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The Steel mill has one of 10 possible layouts. New layouts are welcome (:biggrin:)
 
The Steel mill has one of 10 possible layouts. New layouts are welcome (:biggrin:)
   
The Steel mill has high probability (5) to be built by map generator and low probability (1) to be built during game play.
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The Steel mill has normal probability (5) to be built by map generator and very low probability (1) to be built during game play.
 
When built by the player during a game, The Steel mill will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, The Steel mill will pick up the colour randomly.
 
   
 
The Steel mill can be built by a player both in a game and in the scenario editor. Construction cost factor is 160. Construction conditions are represented in the table.
 
The Steel mill can be built by a player both in a game and in the scenario editor. Construction cost factor is 160. Construction conditions are represented in the table.
  +
 
When built by the player during a game, The Steel mill will be in company colours of the builder. When generated by the game or built while in the scenario editor, The Steel mill will pick up the colour randomly.
   
 
{|
 
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==Features==
 
==Features==
   
The Steel mill is covered with snow when located above snow line.
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The Steel mill is covered with snow when located above snow line. The Steel mill supports company colours.
   
 
The Steel mill have 3 '''animated''' construction stages
 
The Steel mill have 3 '''animated''' construction stages

Latest revision as of 05:01, 20 September 2011

<< ECS Machinery Vector. Iron ore mine ECS Machinery Vector ECS Machinery Vector. Bauxite mine >>

Valid for ECS 1.1.1

General data

Drawn by Oz. Smoke by Zimmlock and George

Ecs steelmill.png Ecs steelmill-snowed.png

The Steel mill is the part of the ECS Machinery Vector.

Cargoes

Accepting

The Steel mill accepts Iron Ore and Coal.

The Steel mill 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 Ore Ore (75%) Coal Coal (75%)
Very low 6030 4523 7475 5606
Low 7538 5654 9344 7008
Normal 9423 7067 11680 8760
High 11778 8834 14600 10950
Very high 14723 11042 18250 13688
Ultimate 18403 13803 22813 17109

Acceptance limit can be disabled with parameter of ECS Machinery Vector

Production

The Steel mill produces Steel.

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

The Steel mill 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. Steel mill 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 = 1.4 * steel, iron ore = 1.2 * steel.

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 5 7 8 11 14 19
2 7 9 12 15 20 26
3 10 13 17 22 28 36
4 14 18 23 30 39 51
5 19 25 32 42 55 71
6 27 35 45 59 77 100

Production of steel:

Level Furnaces on 1920 1950 1975 2000 2020 2040
Very low 1 40 52 68 88 114 149
Low 2 96 125 162 211 274 356
Normal 3 174 227 295 383 498 648
High 4 284 369 480 624 812 1055
Very high 5 438 569 740 962 1250 1626
Ultimate 6 653 849 1103 1435 1865 2424
Limit 6* 1291 1678 2181 2836 3687 4793
  • 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 Steel mill 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 Machinery Vector 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 Steel mill is 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 and decrease to any value.

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

Conditions for number of furnace going up

(Current production * 6 / 5 * 8 * 3 < Amount of ore stored) and (Current production * 7 / 5 * 8 * 3 < Amount of coal stored)

Conditions for number of furnace going down

(Current production * 6 / 5 * 8 > Amount of ore stored) or (Current production * 7 / 5 * 8 > Amount of coal stored)

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

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

Construction

The Steel mill has one of 10 possible layouts. New layouts are welcome (:biggrin:)

The Steel mill has normal probability (5) to be built by map generator and very low probability (1) to be built during game play.

The Steel mill can be built by a player both in a game and in the scenario editor. Construction cost factor is 160. Construction conditions are represented in the table.

When built by the player during a game, The Steel mill will be in company colours of the builder. When generated by the game or built while in the scenario editor, The Steel mill 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 Coal mine
Build > 16 tiles from a Iron ore mine
Build > 16 tiles from a Factory
Build > 16 tiles from a Steel mill

Description of Location/Positioning Conditions

Features

The Steel mill is covered with snow when located above snow line. The Steel mill supports company colours.

The Steel mill have 3 animated construction stages

Ecs steelmill-new-stage1.png Ecs steelmill-new-stage2.png Ecs steelmill-new-stage3.png