ECS Vectors. Location/Positioning Conditions
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 townzones 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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An easy way to count tiles for N tiles or Dt:
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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 streetlights in zone 4
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Town Zones: Tz4(streetlights),Tz3(treed roads),Tz2(paved roads),Tz1(suburb), Tz0(rural)
Radius (from town center): Rz4,Rz3,Rz2,Rz1,Rz0
Distance of industry from town center: Dt
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