Difference between revisions of "ECS Vectors. Location/Positioning Conditions"

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'''''Location/Positioning Conditions'''''
 
'''''Location/Positioning Conditions'''''
   
==Location/Positioning Conditions==
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=Location/Positioning Conditions=
   
 
Each of ECS Vectors' Industries has conditions that determine where it can be built on the map.
 
Each of ECS Vectors' Industries has conditions that determine where it can be built on the map.
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0A|Build outside towns
 
0A|Build outside towns
   
|-|Disallow in townzones 1-4 = !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 allowed)
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|-|Disallow in town zones 1-4 = !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 allowed)
   
 
|-|Dt > Tz0 (Distance to town is larger than town zone 0 radius)
 
|-|Dt > Tz0 (Distance to town is larger than town zone 0 radius)
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8401|Build >=1 tile from coast||
 
8401|Build >=1 tile from coast||
 
---
 
 
An easy way to count tiles for N tiles or Dt:
 
   
 
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Smaller towns have fewer zones.
 
Smaller towns have fewer zones.
   
Roads are plain in zone 0 and 1, paved in zone 2, have trees in zone 3 and streetlights in zone 4
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Roads are plain in zone 0 and 1, paved in zone 2, have trees in zone 3 and street lights in zone 4
   
 
---
 
---
   
Town Zones: Tz4(streetlights),Tz3(treed roads),Tz2(paved roads),Tz1(suburb), Tz0(rural)
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Town Zones: Tz4 (street lights), Tz3 (trees on roads), Tz2 (paved roads), Tz1 (suburb), Tz0 (rural)
   
Radius (from town center): Rz4,Rz3,Rz2,Rz1,Rz0
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Radius (from town centre): Rz4, Rz3, Rz2, Rz1, Rz0
   
Distance of industry from town center: Dt
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Distance of industry from town centre: Dt
 
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Revision as of 19:22, 13 July 2008

Location/Positioning Conditions

Location/Positioning Conditions

Each of ECS Vectors' Industries has conditions that determine where it can be built on the map.

This page describes all the possible conditions.

The conditions that apply to a particular industry are included in that industry's page.

||ECS VECTORS' INDUSTRIES POSITIONING CONDITIONS

code|Condition

00|Build within any town zone Dt < Rz0

01|Build <=N tiles away from water

02|Build in town with >=N population

03|Build within N tiles of town zone 1 radius Dt < (Rz1 + N tiles)

04|Build below snow line

05|Build >=N tiles from desert tile

06|Build outside town zone 1 Dt > Rz1

07|Build on flat land

08|Build on terraformed land (certain tiles must be sloped) see image

09|Build in forest where N tiles radius are all trees (tropic) (non-tropic ECSWVForest is excepted)

0A|Build outside towns

|-|Disallow in town zones 1-4 = !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 allowed)

|-|Dt > Tz0 (Distance to town is larger than town zone 0 radius)

0B|Build >=N tiles away from tropic forest

0C|Build >=N tiles from same industry (same ID)

0D|Build >=N tiles from water

0E|Build >=N tiles from a specific industry (specified ID)

0F|Build <=N tiles from a specific industry (specified ID)

10|Build >=N tiles from a specific industry (specified ID) with the same layout (N=FF FF FF FFh forces only one industry of that type on the map)

8401|Build >=1 tile from coast||

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Town zones: The value is between 0 and 4, where 0 is the outermost zone of the town.

Smaller towns have fewer zones.

Roads are plain in zone 0 and 1, paved in zone 2, have trees in zone 3 and street lights in zone 4

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Town Zones: Tz4 (street lights), Tz3 (trees on roads), Tz2 (paved roads), Tz1 (suburb), Tz0 (rural)

Radius (from town centre): Rz4, Rz3, Rz2, Rz1, Rz0

Distance of industry from town centre: Dt