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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The conditions that apply to a particular industry are included in that industry's page.
 
The conditions that apply to a particular industry are included in that industry's page.
   
  +
{|
||ECS VECTORS' INDUSTRIES POSITIONING CONDITIONS
+
!ECS VECTORS' INDUSTRIES POSITIONING CONDITIONS
   
  +
|-
code|Condition
+
|code||Condition
   
  +
|-
00|Build within any town zone Dt < Rz0
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|00||Build within any town zone Dt < Rz0
   
  +
|-
01|Build &lt;=N tiles away from water
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|01||Build <=N tiles away from water
   
  +
|-
02|Build in town with &gt;=N population
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|02||Build in town with >=N population
   
  +
|-
03|Build within N tiles of town zone 1 radius Dt &lt; (Rz1 + N tiles)
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|03||Build within N tiles of town zone 1 radius Dt < (Rz1 + N tiles)
   
  +
|-
04|Build below snow line
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|04||Build below snow line
   
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|-
05|Build &gt;=N tiles from desert tile
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|05||Build >=N tiles from desert tile
   
  +
|-
06|Build outside town zone 1 Dt &gt; Rz1
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|06||Build outside town zone 1 Dt > Rz1
   
  +
|-
07|Build on flat land
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|07||Build on flat land
   
  +
|-
08|Build on terraformed land (certain tiles must be sloped) see image
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|08||Build on terraformed land (certain tiles must be sloped) see image
   
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|-
09|Build in forest where N tiles radius are all trees (tropic) (non-tropic ECSWVForest is excepted)
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|09||Build in forest where N tiles radius are all trees (tropic) (non-tropic ECSWVForest is excepted)
   
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|-
0A|Build outside towns
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|0A||Build outside towns
   
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|-
|-|Disallow in town zones 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 &gt; Tz0 (Distance to town is larger than town zone 0 radius)
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|||-||Dt > Tz0 (Distance to town is larger than town zone 0 radius)
   
  +
|-
0B|Build &gt;=N tiles away from tropic forest
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|0B||Build >=N tiles away from tropic forest
   
  +
|-
0C|Build &gt;=N tiles from same industry (same ID)
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|0C||Build >=N tiles from same industry (same ID)
   
  +
|-
0D|Build &gt;=N tiles from water
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|0D||Build >=N tiles from water
   
  +
|-
0E|Build &gt;=N tiles from a specific industry (specified ID)
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|0E||Build >=N tiles from a specific industry (specified ID)
   
  +
|-
0F|Build &lt;=N tiles from a specific industry (specified ID)
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|0F||Build <=N tiles from a specific industry (specified ID)
   
  +
|-
10|Build &gt;=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)
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|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 &gt;=1 tile from coast||
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|8401||Build >=1 tile from coast
  +
|}
   
 
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Revision as of 09:30, 15 June 2011


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

---

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