North American Industry Set - Updated Tracking Table

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DanMacK
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North American Industry Set - Updated Tracking Table

Post by DanMacK » 02 Nov 2006 02:04

I know there was a thread started on this topic. Some work has been done, and planning for the Canset and the North American Renewal Set, I drew up a new industry chain.

*****UPDATED***** TRACKING TABLE IS HERE

This is open to suggestion and interpretation, and Tropic is still in the works. Below is the chain for Temperate and Arctic as well as a couple of my "in-progress" industries. I know people have seen the packing plant before, but the Auto plant is new.

Lifeblood's Cannery is also planned for this (I hope). More progress soon.
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PackingPlant.png
Meat Packing Plant
PackingPlant.png (15.2 KiB) Viewed 25815 times
AutoPlant1.png
Start of 1920-1960 era Automobile plant
AutoPlant1.png (11.07 KiB) Viewed 25832 times
Last edited by DanMacK on 13 Apr 2008 16:22, edited 1 time in total.

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Post by CPCNMAN007 » 02 Nov 2006 02:23

Nice Dan :shock:
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Post by SAC » 02 Nov 2006 08:44

Okey, can't help watching that Meat Packing Plant with those little pigs hanging out their daily lifes, apparently not having the slightest idea what's about to happen if stepping on that "surprise-surprise-escalator" on the side.

:shock:

Is that really how it looks?
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Re: North American Industry Set

Post by wallyweb » 02 Nov 2006 10:37

Being the good patriotic Canadian that I am, I will be studying this in detail. (There goes another productive weekend down the tubes)
Meanwhile a couple of items jumped out at me as needing of comment:
DanMacK wrote:Livestock Farm - Below Snowline
================================
Accepts: Nothing
Produces: Livestock, Nitrates
During winter months Canadian livestock farms (Ranches for cattle) buy grain ... lots of grain.
DanMacK wrote:Forest - Below/Above Snowline
=================================
Accepts: Fertilizer
Produces: Wood
Forestry operations tend to be self fertilizing with the slash being left on the ground or mulched back into the soil, i.e. the fertilizer is already there.
DanMacK wrote:... and Tropic is still in the works.
Before anyone starts screaming that there is no tropic in Canada, global warming is progressing along nicely and there is hope yet that pineapples and coconuts will be viable crops in Canada. :lol:

More to come ...

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Post by DanMacK » 02 Nov 2006 11:40

Wally,

I wasn't sure about the fertilizer for the forests, but that'll be dropped. Possibly send grain =>Co-Op =>Animal Feed? I thought the Livestock farm should accept something, wasn't sure what.

Also, this is North American, not just Canada ;) The fact that the Canadian Set will be the first (and the NARS the second) set to support this is secondary (or is that tertiary??)

SAC - That's pretty much how it works. Livestock is dropped off and hely in holding pens until it's needed, then it enters the plant. I also want to do a version w/cows :P

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Post by Marshy » 02 Nov 2006 12:49

Sounds and looks great Dan, i love the idea of a Co-Op :)

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Post by Train-a-Mania » 02 Nov 2006 19:49

Marshy wrote:Sounds and looks great Dan, i love the idea of a Co-Op :)
Since there are many co-ops in Alberta, I can see where this idea came from.
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Post by Griff » 02 Nov 2006 20:03

Train-a-Mania wrote:
Marshy wrote:Sounds and looks great Dan, i love the idea of a Co-Op :)
Since there are many co-ops in Alberta, I can see where this idea came from.
British co-ops, assuming they are the same originated from the Cooperative movement which was a early version of a trade union, in case you were interested.
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Post by Oz » 02 Nov 2006 23:15

Wow! Okay! This sounds pretty all-encompassing, but logical. Should be a challenge. 8)

A few questions:

1. Is there a coder yet?

2. Do you want to use the NA farmstead that I drew not too long ago? If so, I'll have to make some snowy sprites.

3. What the frig is a Co-op?

The steel mill will be worked on the near future. I'm currently working on the coil magnetic crane and iron ore loading depots for the industrial station set right now. When finished with those, I'm going to work on the mill to tie in nicely with the depots to have continuity between them. Ya know, it sure sounds easier when I type it. :P

Cheers!
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Post by lifeblood » 03 Nov 2006 00:34

Train-a-Mania wrote:
Marshy wrote:Sounds and looks great Dan, i love the idea of a Co-Op :)
Since there are many co-ops in Alberta, I can see where this idea came from.
I'm not sure about that. If we're going to be true to the Canadian prairie experience, the Canadian Wheat Board would have to be included as the destination for all grain until 2007. (that's a joke) Besides, there's co-ops all over the place in Canada and the USA...

Oz: http://en.wikipedia.org/wiki/Agricultural_cooperatives

Dan, I like this idea. Sadly, I won't be able to help out much. I do have one idea though. For the Forest, I think it would be better if it behaved like the sawmill in the Tropic set, cutting trees down in a swath around a logging camp or something like that. The idea of a self-regenerating woodlot was always a weaker point for me in this game. :)

Tar sands = very nice! May I take a crack at this?

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Post by DanMacK » 03 Nov 2006 01:07

Oz wrote:Wow! Okay! This sounds pretty all-encompassing, but logical. Should be a challenge. 8)

A few questions:

1. Is there a coder yet?
Tentatively, yes, Pikka said he'd possibly do it, seeing as he's got experience w/Pineapple and UKRSI. Although I'm waiting to actually get more done before it's started.
2. Do you want to use the NA farmstead that I drew not too long ago? If so, I'll have to make some snowy sprites.
That would be awesome! Thanks man
3. What the frig is a Co-op?
See lifeblood's post below :P Basically picture the catch-alls beside the tracks next top the grain elevators in small towns.
The steel mill will be worked on the near future. I'm currently working on the coil magnetic crane and iron ore loading depots for the industrial station set right now. When finished with those, I'm going to work on the mill to tie in nicely with the depots to have continuity between them. Ya know, it sure sounds easier when I type it. :P

Cheers!
Looking forward to it :D Gonna have to make my industries look to a similar style :)

Lifeblood, no worries man. Not sure on the forest yet...

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Post by wallyweb » 03 Nov 2006 01:22

I'm with Lifeblood on the forests.

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Post by Oz » 03 Nov 2006 01:28

1. Cool! 8) It'll be nice to finally work with Pikka!

2. Absolutely I'll include the farm. I was wonderin' if it would find a home.

3. Oh, Doh! :x As soon as I saw Sunkist, I figured out what a Co-op was. Dunno what I was thinking.

Hey, lifeblood, do you have the sprites for your fishery/cannery? If not, I think that I still have them somewhere. That definitely should be in the set; with snowy sprites, of course.

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Post by lifeblood » 03 Nov 2006 01:39

Thanks Oz, but I still have them. More importantly, I reckon Pikka has them too. They don't, however, have snow because I think I drew it before the seasonal snowline feature was around. I'll get on that! :D

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Post by wallyweb » 21 Nov 2006 08:39

DanMack! You forgot to include a major North American industry ... tourism.
This industry is serviced by ship, airplane, train and bus.
It appears in all climates with some restictions.
How to implement it:

Travel Agency
=========
Accepts passengers to produce tourists
Accepts tourists to produce passengers
Located in towns and cities in all climates.

Hotel
====
Accepts tourists and produces tourists.
Located in towns and cities in all climates.

Golf and Country Club
===============
Accepts tourists and produces tourists
Located in small towns in Temperate and Tropic climates

Ski Resorts
========
Accepts tourists and produces tourists
Located in small towns above snowline in Temperate and in small towns at any elevation in Arctic.
(See Pikkabird's gravel pit for how to draw and locate the ski hills.)

Hunting and Fishing Lodges
==================
Accepts tourists and produces tourists
Located away from cities, towns and small towns, appearing in all climates.

What are your thoughts on this?

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Post by DanMacK » 29 Jan 2007 04:50

After a little further thought, the "lumber Mill" idea from tropic actually appeals to me (and it would be realistic). That said, a Lumber camp would be needed instead of the generic TTD Forest. A mockup of a possible logging camp is below. Thoughts?

Regarding the "tourists" industry, I may still look at implementing that chain... Give me an excuse to have a big CPR hotel ;)
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LoggingCampMockup.png
Logging Camp
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Post by Aegir » 29 Jan 2007 05:06

About the only thing I can think of Dan is 'Awesome'.

Should be nice, blends in well with the lumber station, I'll make a note to keep the lumber station in ISR the same general theme :).
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Post by wallyweb » 29 Jan 2007 11:36

Van Horne: Foreman! Get in here now!
Foreman: Yes sir Mr. Van Horne sir.
Van Horne: Mr. Swindler over in accounting was able to get us some of that Softwood Lumber Deal money.
Foreman: Yes sir?
Van Horne: Get your boots and hardhat. You're going to go into the woods today.
Foreman: Why sir?
Van Horne: Because you are a teddy bear and you're having a picnic! We're going into the logging business you fool!
Foreman: Yes sir, Mr. Sawdust Head sir.
Van Horne: What was that?!!
Foreman: Nothing sir. :twisted:

PS stuff: That narrow gauge depot will fit right in. :wink:

EDIT: News release: Rumour has it that Van Horne Enterprises has been buying up some prime real estate in various tourist destinations across Canada.


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Post by DanMacK » 29 Jan 2007 16:10

The sprites for the logging camp are presented before you. A snowy version will also be done. Next on the list is a revised sawmill...
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LoggingCamp-Non-Snow-Sprite.png
Logging Camp full spriteset
LoggingCamp-Non-Snow-Sprite.png (63.57 KiB) Viewed 24024 times

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