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Posted: 02 Mar 2006 13:29
by wallyweb
DanMacK wrote:... or we can develop another industry like a port that generates and receives different types of cargo, a-la RRT2.
This could be very usefull as there are many raw materials and products that Canada must import.
This port (building? warehouse?) could also be used for exports. Perhaps one would need to deliver exports in order to generate imports.

Posted: 02 Mar 2006 15:49
by DanMacK
Well, North America has VERY little bauxite production, so this would be manditory if an aluminum production industry chain is used.

I'll work on a website in the near future for this.

Posted: 02 Mar 2006 23:56
by Raichase
wallyweb wrote:
DanMacK wrote:... or we can develop another industry like a port that generates and receives different types of cargo, a-la RRT2.
This could be very usefull as there are many raw materials and products that Canada must import.
This port (building? warehouse?) could also be used for exports. Perhaps one would need to deliver exports in order to generate imports.
It could also accept passengers/tourists.

Posted: 03 Mar 2006 02:09
by DanMacK
OK, here is a revised list of the cargoes/industries I'm thinking of. Cargoes are based on the following areas. Temperate = Northeastern US/SE Canada, Tropic = Southwestern US, Arctic = Northern Canada/Northwestern US.

I'm unsure about making cars their own separate commodity or lumping them under "Goods (Automobiles)"

TEMPERATE:

Coal Mine =>Produces: Coal
Iron Ore Mine =>Produces: Iron Ore
Farm =>Produces: Grain, Livestock
Fruit Orchard =>Produces: Fruit
Fishery =>Produces: Fish
Forest =>Produces: Wood
Oil Wells/Rig =>Produces: Oil

Cannery =>Accepts: Fish =>Produces: Food
Food Proc. Plant =>Accepts: Grain, Livestock, Fruit =>Produces: Food
Sawmill =>Accepts: Wood =>Produces: Lumber, Pulp Products
Port =>Accepts: Goods, Tourists, Steel =>Produces: Bauxite, Copper Ore
Steel Mill =>Accepts: Coal, Iron Ore =>Produces: Steel
Power Plant =>Accepts: Coal
Oil Refinery =>Accepts: Oil =>Produces: Plastics, Fuel Oil
Aluminum Smelter =>Accepts: Bauxite =>Produces: Aluminum

Auto Parts Plant =>Accepts: Steel, Aluminum, Plastics =>Produces: Auto parts
Paper Mill =>Accepts: Pulp Products =>Produces: Paper
Oil Power Plant (After 1960) =>Accepts: Fuel Oil
Factory =>Accepts: Lumber, Steel, Plastics =>Produces: Goods

Auto Plant =>Accepts: Auto Parts =>Produces: Goods (Automobiles)
Printing Works =>Accepts: Paper =>Produces: Goods

Hotel =>Accepts: Tourists =>Produces: Tourists
Amusement Park =>Accepts: Tourists =>Produces: Tourists
Bank =>Accepts: Valuables =>Produces: Valuables

Town Buildings Accept Food, Goods, Mail, Passengers

=====================================================

TROPIC:

Coal Mine =>Produces: Coal
Iron Ore Mine =>Produces: Iron Ore
Copper Ore Mine =>Produces: Copper Ore
Lumber Mill =>Produces: Lumber
Farm =>Produces: Grain, Livestock
Fruit Orchard =>Produces: Fruit
Oil Wells/Rig =>Produces: Oil

Food Proc. Plant =>Accepts: Grain, Livestock, Fruit =>Produces: Food
Port =>Accepts: Goods, Tourists, Fruit =>Produces: Aluminum, Tourists
Steel Mill =>Accepts: Coal, Iron Ore =>Produces: Steel
Power Plant =>Accepts: Coal
Oil Refinery =>Accepts: Oil =>Produces: Plastics, Fuel Oil

Auto Parts Plant =>Accepts: Steel, Aluminum, Plastics =>Produces: Auto parts
Oil Power Plant (After 1960) =>Accepts: Fuel Oil
Factory =>Accepts: Lumber, Copper Ore, Plastics =>Produces: Goods

Auto Plant =>Accepts: Auto Parts =>Produces: Goods (Automobiles)

Hotel =>Accepts: Tourists =>Produces: Tourists
Amusement Park =>Accepts: Tourists =>Produces: Tourists
Bank =>Accepts: Valuables =>Produces: Valuables

Town Buildings Accept Food, Goods, Mail, Passengers

===========================================

ARCTIC:

Coal Mine =>Produces: Coal
Iron Ore Mine =>Produces: Iron Ore
Copper Ore Mine =>Produces: Copper Ore
Farm =>Produces: Grain, Livestock
Fishery =>Produces: Fish
Forest =>Produces: Wood
Oil Wells/Rig =>Produces: Oil
Gold Mine =>Produces: Gold

Cannery =>Accepts: Fish =>Produces: Food
Food Proc. Plant =>Accepts: Grain, Livestock =>Produces: Food
Sawmill =>Accepts: Wood =>Produces: Lumber, Pulp Products
Port =>Accepts: Goods, Tourists, Steel =>Produces: Bauxite, Copper Ore
Steel Mill =>Accepts: Coal, Iron Ore =>Produces: Steel
Power Plant =>Accepts: Coal
Oil Refinery =>Accepts: Oil =>Produces: Plastics, Fuel Oil
Aluminum Smelter =>Accepts: Bauxite =>Produces: Aluminum

Auto Parts Plant =>Accepts: Steel, Aluminum, Plastics =>Produces: Auto parts
Paper Mill =>Accepts: Pulp Products =>Produces: Paper
Oil Power Plant (After 1960) =>Accepts: Fuel Oil
Factory =>Accepts: Lumber, Steel, Plastics =>Produces: Goods

Auto Plant =>Accepts: Auto Parts =>Produces: Goods (Automobiles)
Printing Works =>Accepts: Paper =>Produces: Goods

Hotel =>Accepts: Tourists =>Produces: Tourists
Amusement Park (Below the snowline only)=>Accepts: Tourists =>Produces: Tourists
Bank =>Accepts: Gold, Valuables =>Produces: Valuables
Ski Resort (Above Snowline Only) =>Accepts: Tourists =>Produces: Tourists

Town Buildings Accept Food, Goods, Mail, Passengers
======================

Suggestions? I was thinking an apple orchard for the Temperate fruit orchard and orange grove for the Tropic one.

Of course the Canset and the NARS will be compatible with this ;)

Posted: 03 Mar 2006 02:13
by PikkaBird
As long as the ski resorts aren't perpetual passenger machines like the ones in Locomotion. :lol:

Posted: 03 Mar 2006 16:13
by wallyweb
DanMacK wrote:Oil Power Plant (After 1960) =>Accepts: Fuel Oil
I like that! :D
DanMacK wrote:TEMPERATE:
Port =>Accepts: Goods, Tourists, Steel =>Produces: Bauxite, Copper Ore
QUESTION? Who accepts Copper Ore in Temperate?
DanMacK wrote:TROPIC:
Copper Ore Mine =>Produces: Copper Ore

Factory =>Accepts: Lumber, Copper Ore, Plastics =>Produces: Goods
Copper ore works ok here. :wink:
DanMacK wrote:ARCTIC:
Port =>Accepts: Goods, Tourists, Steel =>Produces: Bauxite, Copper Ore
QUESTION? Who accepts Copper Ore in Arctic?
DanMacK wrote:Suggestions? I was thinking an apple orchard for the Temperate fruit orchard and orange grove for the Tropic one.
That works. Any way to have the Arctic port produce fruit?

V.I.P. Where's my Moosehead beer? All those factory workers are getting mighty thirsty.

Joke: Houses in Arctic towns produce hockey players for export to US.

Posted: 03 Mar 2006 16:43
by DanMacK
Ports in arctic should accept copper, not produce it - that was a mistake, also, no copper ore in Temperate. another mistake.

Could add brewery to the chain as well, have it produce food. (We all know what it'll really be :P)

Posted: 03 Mar 2006 16:50
by wallyweb
DanMacK wrote:Could add brewery to the chain as well, have it produce food. (We all know what it'll really be :P)
The fuel that power's Oz's and my own engines! :lol:
If beer were a product on its own, it could be sold to tourist type venues ... resorts, amusement parks, stadiums, pubs and tea rooms near the harbour.

Posted: 03 Mar 2006 17:20
by DanMacK
I'll look at adding the brewery separate, we'll see.

Posted: 03 Mar 2006 17:55
by Axlrose
I will admit that I have not read up lately on the advancements (of code) for multiple industries of this caliber within a game. Yet something that has come to mind that I should ask - are there checks to determine if a previous required raw material is available within the game, short of a player purchasing it? To elaborate as an example, the game decides a city needs a steel mill built nearby and announces it. According to Dan's Temperate sketch, the steel mill accepts coal from a coal mine and iron ore from an iron ore mine. Yet a few years previously, the last iron ore mine was producing so little that it closed down. It would seem odd that a steel mill could produce steel with just coal. So unless a player has deep pockets and purchases the potential to find an iron ore mine, the steel mill will remain idling, and eventually closing due to lack of business. Now without steel, the Auto Parts Plant would be missing an required aspect. See where I am going with this?

Unless the secondary markets require only one raw material (or formed) to produce further while the other materials add just flavor, then my question answers itself.

But it would be strange to produce steel from coal. :shock:

Posted: 03 Mar 2006 18:39
by Ramshill
Perhaps you just have to assume that the steel mill gets it's supply from "some-where-else". :roll:
i.e. perhaps unknown to you it owns a source of iron ore not available to you as they do all their own transporting of this item. :twisted:
Anyway providing they produce steel in sufficient quantities does it REALLY matter?

Posted: 03 Mar 2006 19:55
by Axlrose
To play devil's advocate...

Instead of having variety with a sense of reality, why not just have every possible raw goods named Raw Goods, every manufacture named likewise, and finished goods as Goods so a simplified path of Raw Goods --> Manufacture --> Goods. Meanwhile, each and every form of transportation would carry Goods, since mail, passengers, and valuables could be lumped simply as Goods too. And to really fall off my rocker, all transport types could be lumped simply as Transport!

*puts on his white jacket with straps in the back... :lol:

Posted: 03 Mar 2006 23:42
by DanMacK
Because that eliminates the challenge! :P

Posted: 04 Mar 2006 00:22
by Oz
I want all beer delivered to my apartment - STAT! 8)

Posted: 04 Mar 2006 01:35
by DanMacK
I agree! We need more buildings :D

Posted: 04 Mar 2006 14:53
by wallyweb
Oz wrote:I want all beer delivered to my apartment - STAT! 8)
Walk north about 500 miles to Saint John, then ask for directions to Moosehead Breweries. Maybe you can make an arrangement with respect to the Natural Gas pipe line that is about to be built between SJ and New England as in we pipe the beer to you and after you process it you return the natural gas via the same pipeline. :lol:

Posted: 10 Apr 2006 08:56
by 2006TTD
Just asking, is the project running? 35 days without any words (posts)

If it's running, tell us (people who mind this topic) how it's going.
If halted, then tell us too
__
\ / <- a funnel means waiting (although there's no sand)
/ \

Posted: 10 Apr 2006 12:54
by DanMacK
Patience is a virtue, and rest assured those of us behind the scenes are fine-tuning the industry chains. I've got several projects on my plate right now, but making my current sets (The Canadian Set and North American Renewal Set) compatible w/the Industry Set is my first goal.

Things are progressing, but as it's mostly fine-tuning and adjusting right now, there's not much to report. I'll post updates when they're available adn we have something more tangible than a list.

Posted: 10 Apr 2006 14:27
by SWASTIKA
2006TTD wrote: __
\ / <- a funnel means waiting (although there's no sand)
/ \
Actually, that's an egg timer :lol:

Projects like this aren't a 3 minute job (i think that's how long an egg-timer runs for :? ), and because people are always coming up with more brilliant ideas to make it better, it will always have a delay on the release date. - Why have a good mod when you can have an awesome mod ;)

Posted: 11 Apr 2006 01:51
by 2006TTD
Hello anyone?

WHAT'S GOING ON? NOBODY ANSWERS FOR HALF HEAR. IS THE
PROJECT ABANDONED?[/b]