ECS Vectors. Location/Positioning Conditions
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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