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 Post subject: Bare Bones - Industries
PostPosted: Tue Jun 13, 2006 7:10 am 
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Every game needs default conditions with or without any extensions/patches/mods. (eg. Civ 2 vs Civ 2: Test of Time)

I therefore request a set of basic things every set might want...

I propose the following a basis set. Every set has the option of extending this basis set or removing as the set wishes.

[note: the following is a copy of the TTD basis set]

Primary Industries:
Iron Ore Mine
Coal Mine
Oil Wells
Offshore Platform
Logging Camp
Farms [although I believe these should be split into livestock and grain farms]

Secondary Industries:
Steel Mill
Lumber Mill
Factory

Final Destinations:
Power Station

Note: I wouldn't mind a list of possible industries that some might want to use in a particular set, just in case there are any special circumstances that I can't think of, which would mean a particular industry acts differently.


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 Post subject:
PostPosted: Tue Jun 13, 2006 7:22 am 
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Isn't this in the design document already?


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 Post subject:
PostPosted: Tue Jun 13, 2006 9:00 am 
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Arathorn wrote:
Isn't this in the design document already?

You would think so, but its not.
These are the types of things that should be in there.


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 Post subject:
PostPosted: Tue Jun 13, 2006 11:49 am 
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I'm positive it was in it at some moment in time but maybe it was scrapped for discussion purposes. Anyhow, this is my view:

Primary Industries
Coal mine (produces coal)
Iron Ore mine (produces iron ore)
Cattle farm (produces cattle)
Sheep farm (produces sheep)
Grain farm (produces grain)
Logging Camp (produces logs and pulpwood)
Produce Orchard (produces produce)
Oil wells/platforms (produces crude oil)
Gravel pit (produces gravel)
Fishing grounds (produces fresh fish)

Secundary Industries
Meat Packaging Plant (requires cattle & sheep, produces food)
Food Processing Plant (requires produce & grain & fresh fish, produces food)
Refinery (requires crude oil, produces fuel oil & chemicals)
Chemical Plant (requires chemicals, produces goods)
Steel mill (requires coal & iron ore, produces steel)
Printing works (requires pulpwood, produces paper)
Sawmill (requires logs, produces lumber)
Cement factory (requires gravel, produces cement)

Tertiary Industries
Oil-fired plant (requires fuel oil)
Coal-fired Plant (requires coal)
Town (requires food, goods, paper, lumber and cement)

It would be nice to have one more industry chain that produces goods though.

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 Post subject:
PostPosted: Tue Jun 13, 2006 12:34 pm 
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This list looks very much like Railroad Tycoon :wink:
If you want to take it down the RT road then I suppose we could have industries which are era specific. Much in the same way TT did this with the phasing out oil wells in favour of oil platforms.

Perhaps depending on the scenario we could make a major source of goods the docks, after all, most goods seem to be imported now...


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 Post subject:
PostPosted: Tue Jun 13, 2006 3:06 pm 
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Damn, you discovered the RT industries :P. I thought the industry chains in RT made sense, more sense than the TTD ones. Industries should definetly become available gradually over time. Perhaps we can add some long-forgotten industries?!

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 Post subject:
PostPosted: Tue Jun 13, 2006 3:43 pm 
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First of all, aren't sheep part of "cattle"?
Secondly, RT got some additional ones like cars, nuclear waste, fertilzer, and some other stuffies...
Thirdly, I never really liked the RT model, since it was more complicated than the TT's one.
Fourthly, perhaps something like electronics, toys, gas, sand, plastics, or whatever?

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 Post subject:
PostPosted: Tue Jun 13, 2006 3:59 pm 
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I didn't try to add all the industry chains from RT, Purno. Just the ones I think that are the most interesting. The dairy chain in RT was a quirk in my opinion. Cars were nice but I think they require more input. Fertilizer is a good one, it could be another product from the Chemical Plant.

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 Post subject:
PostPosted: Tue Jun 13, 2006 4:03 pm 
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Passengers.

And how about Cars? Ferrys that take passenger cars, trains could do the same?


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 Post subject:
PostPosted: Tue Jun 13, 2006 9:22 pm 
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Cars would require 'normal' traffic on the streets. That might get difficult with transport vehicles but I like the idea of cars on ferries and trains.

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 Post subject:
PostPosted: Wed Jun 14, 2006 1:48 pm 
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Purno wrote:
First of all, aren't sheep part of "cattle"?

Sheep and cattle are both part of "livestock".

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 Post subject:
PostPosted: Tue Jun 20, 2006 5:11 pm 
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Hyronymus wrote:
Cars would require 'normal' traffic on the streets. That might get difficult with transport vehicles but I like the idea of cars on ferries and trains.


I don't think cars would require public cars on the roads. Cars could just be transported from the carfactory to a city.


One thing I think could make things a bit easier than in Simutrans is to not have a huge amount of differt goods-types. Like books, furniture, etc.

Better keep the default not to complex. So I would say not to many different goods types as in Simutrans (books, furniture, cars etc.). Simply goods that are made from different rawmaterials are enought. A few grades could be okay thought such as food and goods.

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 Post subject:
PostPosted: Tue Jul 04, 2006 3:11 am 
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how about quarries, that go into factories? (collecting stone)


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 Post subject:
PostPosted: Tue Jul 04, 2006 6:00 am 
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ervin2 wrote:
how about quarries, that go into factories? (collecting stone)


That gives me an idea.
How about we just use the basis for the ECS set? (Which includes bricks + cement)

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 Post subject:
PostPosted: Wed Nov 15, 2006 2:35 pm 
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Time to make up our mind on supported default industries.

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 Post subject:
PostPosted: Wed Nov 15, 2006 2:44 pm 
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Maybe the standard TT chains, with UKRSI as an addition.

Otherwise I like the RT industries, but with the sheeps and cattle merged into livestock.

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 Post subject:
PostPosted: Wed Nov 15, 2006 3:41 pm 
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XeryusTC wrote:
Maybe the standard TT chains, with UKRSI as an addition.

Otherwise I like the RT industries, but with the sheeps and cattle merged into livestock.


I think the UKRSI should be fine, simply because its basic and emcompasses enough industries to make it interesting. RRT industries are overkill for a default setting. Would make more sense to have an RRT Set with all those industries in it.


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 Post subject:
PostPosted: Sat Nov 18, 2006 2:02 am 
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Hyronymus wrote:
I'm positive it was in it at some moment in time but maybe it was scrapped for discussion purposes. Anyhow, this is my view:

Primary Industries
Coal mine (produces coal)
Iron Ore mine (produces iron ore)
Cattle farm (produces cattle)
Sheep farm (produces sheep)
Grain farm (produces grain)
Logging Camp (produces logs and pulpwood)
Produce Orchard (produces produce)
Oil wells/platforms (produces crude oil)
Gravel pit (produces gravel)
Fishing grounds (produces fresh fish)

Secundary Industries
Meat Packaging Plant (requires cattle & sheep, produces food)
Food Processing Plant (requires produce & grain & fresh fish, produces food)
Refinery (requires crude oil, produces fuel oil & chemicals)
Chemical Plant (requires chemicals, produces goods)
Steel mill (requires coal & iron ore, produces steel)
Printing works (requires pulpwood, produces paper)
Sawmill (requires logs, produces lumber)
Cement factory (requires gravel, produces cement)

Tertiary Industries
Oil-fired plant (requires fuel oil)
Coal-fired Plant (requires coal)
Town (requires food, goods, paper, lumber and cement)

It would be nice to have one more industry chain that produces goods though.


Nice idea - but I miss an industry which requires steel???

And Printing works requires Paper and produce books and newspapers - you meant a Paper Mill!!!

And sheeps AND cattle? That appears to me somewhat unreasonably.

So I would say:

Remove the sheeps ;)

and add:

Consumer goods factory (requires steel, chemicals, produces goods)
Paper Mill (requires wood, produces paper)
Printing works (requires paper and produces books and newspapers )

and let the towns require newspapers and books.


Newspapers and Books will be earn high profit if they are transported really fast, maybe in planes or fast trains (postal van...).


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 Post subject:
PostPosted: Sat Nov 18, 2006 3:53 am 
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yeah, keep it simple like ttd, then those that want more complicated chains can add them.

Locked until the DD discussion arrives at this issue.

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