[WIP] NL Region
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- chevyrider
- Tycoon
- Posts: 3285
- Joined: 16 Sep 2004 09:52
- Location: Amersfoort The Netherlands
I notice that the output of the oilrefinery is twice as high as the inputed oil.
It could be nice if this would remain, so you could setup a real heavy transportation line with fuel and plastics.
For the high-tech factory something the same should be nice.
Otherwise the output could never become higher as the lowest of the three inputs.
Or the profit of transporting high-tech products should be very outstanding high
As so far your work looks very good
.
It could be nice if this would remain, so you could setup a real heavy transportation line with fuel and plastics.
For the high-tech factory something the same should be nice.
Otherwise the output could never become higher as the lowest of the three inputs.
Or the profit of transporting high-tech products should be very outstanding high
As so far your work looks very good

Chevyrider,
I agree with you with regards to the output of industries. So, I won't adjust production. Attached is a "proof of concept" picture of a city station, accepting and offering all the city goods.
I agree with you with regards to the output of industries. So, I won't adjust production. Attached is a "proof of concept" picture of a city station, accepting and offering all the city goods.
- Attachments
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- poc_citycargo.png (33.38 KiB) Viewed 3239 times
So long and thanks for all the fish.
- Shifty Powers
- Director
- Posts: 629
- Joined: 04 Nov 2004 10:12
- Location: The Netherlands
To further prove Chevyrider's remark on recycling steel (and thus not my remarks
): the Technisch Weekblad (this weeks edition) says that 80% of all steel (for instance cans) are recycled at garbage stations.

"Sir! The people! They can't help falling in love with you!" - Civilization 2, Luxury Advisor
i can't wait for this it come out, but there is one thing bugging me about the idea of towns producing garbage, they will do this even if you are not using the NL industry set will they not? And therefor towns will hate you more for not getting rid of it, and your performance index will go down. So maybe garbage being produce by towns isn't such a great idea, since if you have 40 linked up with a passenger servie, but no garbage service since you are not using NL industy's, you performace will suffer, as will your town ratting as the population increases.
- Shifty Powers
- Director
- Posts: 629
- Joined: 04 Nov 2004 10:12
- Location: The Netherlands
If you have towns producing garbage, you have selected the NL Region, so no change of selecting another region and there for always the possibility of transporting the garbageajy170 wrote:i can't wait for this it come out, but there is one thing bugging me about the idea of towns producing garbage, they will do this even if you are not using the NL industry set will they not? And therefor towns will hate you more for not getting rid of it, and your performance index will go down. So maybe garbage being produce by towns isn't such a great idea, since if you have 40 linked up with a passenger servie, but no garbage service since you are not using NL industy's, you performace will suffer, as will your town ratting as the population increases.
- Born Acorn
- Tycoon
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So how does that work? I didn't think that locomotion could change what towns produced based on what region you selected. Interesting, and thank you.Shifty Powers wrote:If you have towns producing garbage, you have selected the NL Region, so no change of selecting another region and there for always the possibility of transporting the garbageajy170 wrote:i can't wait for this it come out, but there is one thing bugging me about the idea of towns producing garbage, they will do this even if you are not using the NL industry set will they not? And therefor towns will hate you more for not getting rid of it, and your performance index will go down. So maybe garbage being produce by towns isn't such a great idea, since if you have 40 linked up with a passenger servie, but no garbage service since you are not using NL industy's, you performace will suffer, as will your town ratting as the population increases.
A region has its own set of buildings associated with it. What I have done is to make two copies all UK region buildings and renamed them. Half the set produces/accepts the 'old' cargo, while the other half produces/accepts the new cargo. The law of averages dictates -- and my proof of concept confirms this -- that at any given spot in a city the mix between type A and type B buildings is 50%.ajy170 wrote:So how does that work? I didn't think that locomotion could change what towns produced based on what region you selected. Interesting, and thank you.
Strangely enough, while Locomotion imposes a hard limit of 16 industries for each regional set, it doesn't limit the amount of cargo types that I'm aware off and better still, by mixing the building types, the region designer can (stealthily) introduce new industries -- for instance: cities produce garbage -- to the mix.
So long and thanks for all the fish.
very sneaky! 

"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

<orudge> make love to me while I surf, dear lobster

<orudge> make love to me while I surf, dear lobster
perhaps i can help with the carfactory, i cannot design but i work @ that only carfactory in the NL. If you want specific numbers or stats let me know in this thread.
Perhaps you have to visit http://www.nedcar.nl
Perhaps you have to visit http://www.nedcar.nl
There is limit of 32 cargo types per game. Use those slots wisely.scrat wrote:A region has its own set of buildings associated with it. What I have done is to make two copies all UK region buildings and renamed them. Half the set produces/accepts the 'old' cargo, while the other half produces/accepts the new cargo. The law of averages dictates -- and my proof of concept confirms this -- that at any given spot in a city the mix between type A and type B buildings is 50%.ajy170 wrote:So how does that work? I didn't think that locomotion could change what towns produced based on what region you selected. Interesting, and thank you.
Strangely enough, while Locomotion imposes a hard limit of 16 industries for each regional set, it doesn't limit the amount of cargo types that I'm aware off and better still, by mixing the building types, the region designer can (stealthily) introduce new industries -- for instance: cities produce garbage -- to the mix.
- Shifty Powers
- Director
- Posts: 629
- Joined: 04 Nov 2004 10:12
- Location: The Netherlands
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