ECS Vectors. Location/Positioning Conditions
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Jump to navigationJump to searchEach 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