ECS Vectors. Location/Positioning Conditions

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Location/Positioning Conditions

Location/Positioning Conditions

Each of Georges ECSIndustries 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.

||GEORGE'S ECS INDUSTRIES POSITIONING CONDITIONS

check|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 !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 excepted)

|a)|disallow in townzones 1-4

|b)| 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 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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