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

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Distance of industry from town centre: Dt
 
Distance of industry from town centre: Dt
   
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[[Category:ECS]][[Category:ECS Vectors]]

Revision as of 23:38, 18 June 2011

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.

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
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

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