ECS Vectors. Location/Positioning Conditions
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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