Difference between revisions of "ECS Town Vector. Tourists centre"

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=Tourists centre=
 
=Tourists centre=
   
  +
Documentation for beta 5
==General data==
 
   
  +
Tourists centres have several named layouts with slightly different characteristics. Special information for every layout is represented on its page. Common information is represented here. The list of layouts is represented below:
Tourists centres have several layouts
 
   
 
{toc}
 
{toc}
   
  +
Tourists centres are the part of the [[ECSTownVector|ECS Town Vector]].
Every layout stores tourists, who spend 2 months inside. After that they leave the centre.
 
   
  +
==Accepted and produced cargoes==
If there are more tourists than available rooms, the excess tourists are stored in a pool, and acceptance stops until the pool becomes empty.
 
   
 
Tourists centres produce Valuables if defined.
It costs £632,664 ($1,265,328) to build a tourist centre.
 
  +
  +
Tourists centres accept Tourists, Good and Food if defined.
  +
  +
Tourists centres does not accept any cargo during first 93 days of life if built in game.
  +
 
Cargo acceptance is limited by Tourists centre’s capacity (number of places). If there are more tourists than available rooms, the excess tourists are stored in a pool, and acceptance stops until the pool becomes empty.
  +
  +
On production level change (changing number of places), capacity is halved during a month before the change and three months after the change. The following texts specifies:
  +
  +
||'''Industry text'''|'''Meaning'''
  +
  +
Stable|No change planned
  +
  +
Decay|Tourists centre plans to decrease production level next month
  +
  +
Grow|Tourists centre plans to increase production level next month
  +
  +
Boom|Tourists centre plans to increase production level two times next month
  +
  +
Change|Tourists centre changed production level this month
  +
  +
Reorganizing|Tourists centre changed production level last month
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  +
Finishing|Tourists centre will finish changing production level next month|| Tourists centre accepts Goods if '''Goods waiting < Tourists waiting * 2'''
  +
  +
Tourists centre accepts Food if '''Food waiting < Tourists waiting'''
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  +
==Construction==
  +
  +
Tourists centres can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 216 that means the building cost is £632,664/$1,265,328 in game, in case of inflation is off. Construction conditions are represented for every layout separately.
  +
  +
Tourists centres has very high probability (15) to be build by map generator and normal probability (5) to be build during game play.
  +
 
Due to the intricate nature of the tourist Tourists centre graphics, some ground preparation must be done before building each tourist Tourists centre. Please refer to the graphics provided with each layout description.
  +
  +
==Production==
  +
  +
To calculate a month production values should be summarized for all the cycles of the month (usually 2). The following calculations are given for one production cycle.
  +
  +
Tourists centres does not produce any cargo during first 93 days of life if built in game.
  +
  +
Every Tourists centre accepts tourists, who spend 2 months inside. After that they leave the Tourists centre. Industry window displays 4 for groups of tourists inside, meaning tourists who spend 6 weeks, 4 weeks, 2 weeks, less than 2 weeks inside. The first group will be produced on next production level (leave the Tourists centre).
  +
  +
Every 40 tourists, leaving the Tourists centre, will take 4 units of goods (if there are goods waiting) for 1 unit of valuables.
  +
  +
Every 20 tourists, leaving the Tourists centre, will bring 1 unit of valuables.
  +
  +
Every 100 tourists, staying in Tourists centre, will take 5 tons of food (if there is food waiting) for 1 unit of valuables. All values are rounded down.
   
 
==Production change==
 
==Production change==
   
  +
Factories use 6 production levels.
If the centre is at least 75% full for 2 months in a row, it increases production.
 
  +
  +
Production change happens on the 1-st day of every months if planned.
  +
  +
On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:
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  +
* last one on the map
  +
  +
* younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others
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  +
* amount of '''Tourists waiting > 128'''
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  +
Protection can be changed with parameter of [[ECSTownVector|ECS Town Vector]] to the following protection conditions:
  +
  +
* last one on the map
   
  +
* younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others
If the centre is at most 33% full for 2 months in a row, it decreases production.
 
   
  +
* amount of '''Tourists + Goods + Food > 1'''
Close down protection: 30 years for tourists centres built by map generator or scenario editor; 10 years for tourists centres built by player
 
   
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* transportation level of any cargo > 1%
==Stockpile size==
 
   
  +
* factory is built by the player during gameplay
Depends on layout
 
   
 
If the Tourists centre is at most 33% full for 2 months in a row, it plans to decrease production.
The size is reduced a month before and two months after the production change
 
   
 
If the Tourists centre is at least 75% full for 2 months in a row, it plans to increase production.
==Possible locations==
 
   
  +
If the Tourists centre is at least 87.5% full for 2 months in a row, it plans to increase production twice.
Due to the intricate nature of the tourist centre graphics, some ground preparation must be done before building each tourist centre. Please refer to the graphics provided with each layout description.
 

Revision as of 14:03, 12 July 2008

Tourists centre

Tourists centre

Documentation for beta 5

Tourists centres have several named layouts with slightly different characteristics. Special information for every layout is represented on its page. Common information is represented here. The list of layouts is represented below:

{toc}

Tourists centres are the part of the ECS Town Vector.

Accepted and produced cargoes

Tourists centres produce Valuables if defined.

Tourists centres accept Tourists, Good and Food if defined.

Tourists centres does not accept any cargo during first 93 days of life if built in game.

Cargo acceptance is limited by Tourists centre’s capacity (number of places). If there are more tourists than available rooms, the excess tourists are stored in a pool, and acceptance stops until the pool becomes empty.

On production level change (changing number of places), capacity is halved during a month before the change and three months after the change. The following texts specifies:

||Industry text|Meaning

Stable|No change planned

Decay|Tourists centre plans to decrease production level next month

Grow|Tourists centre plans to increase production level next month

Boom|Tourists centre plans to increase production level two times next month

Change|Tourists centre changed production level this month

Reorganizing|Tourists centre changed production level last month

Finishing|Tourists centre will finish changing production level next month|| Tourists centre accepts Goods if Goods waiting < Tourists waiting * 2

Tourists centre accepts Food if Food waiting < Tourists waiting

Construction

Tourists centres can be built by a player both in a game and in the scenario editor. Construction cost has a factor of 216 that means the building cost is £632,664/$1,265,328 in game, in case of inflation is off. Construction conditions are represented for every layout separately.

Tourists centres has very high probability (15) to be build by map generator and normal probability (5) to be build during game play.

Due to the intricate nature of the tourist Tourists centre graphics, some ground preparation must be done before building each tourist Tourists centre. Please refer to the graphics provided with each layout description.

Production

To calculate a month production values should be summarized for all the cycles of the month (usually 2). The following calculations are given for one production cycle.

Tourists centres does not produce any cargo during first 93 days of life if built in game.

Every Tourists centre accepts tourists, who spend 2 months inside. After that they leave the Tourists centre. Industry window displays 4 for groups of tourists inside, meaning tourists who spend 6 weeks, 4 weeks, 2 weeks, less than 2 weeks inside. The first group will be produced on next production level (leave the Tourists centre).

Every 40 tourists, leaving the Tourists centre, will take 4 units of goods (if there are goods waiting) for 1 unit of valuables.

Every 20 tourists, leaving the Tourists centre, will bring 1 unit of valuables.

Every 100 tourists, staying in Tourists centre, will take 5 tons of food (if there is food waiting) for 1 unit of valuables. All values are rounded down.

Production change

Factories use 6 production levels.

Production change happens on the 1-st day of every months if planned.

On the lowest production level (Very low) advanced closure mechanism is applied with the following protection conditions:

* last one on the map

* younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others

* amount of Tourists waiting > 128

Protection can be changed with parameter of ECS Town Vector to the following protection conditions:

* last one on the map

* younger than 30 years for industries, built in SE (scenario editor) or during map generation, younger than 10 years for others

* amount of Tourists + Goods + Food > 1

* transportation level of any cargo > 1%

* factory is built by the player during gameplay

If the Tourists centre is at most 33% full for 2 months in a row, it plans to decrease production.

If the Tourists centre is at least 75% full for 2 months in a row, it plans to increase production.

If the Tourists centre is at least 87.5% full for 2 months in a row, it plans to increase production twice.