wallyweb wrote:George wrote:wallyweb wrote:What about positioning as in "# of tiles from town center tile; # of tiles from water; etc."?
Good Idea. Could you make a template so I should only fix the numbers? Please remove cycles. Tourists center does not use this possibility.
I'll remove the cycles when I go in to set up the positioning information. First I need some information. For any of your industries, not just tourist, what are the considerations for positioning? We have town center and we have water. Are there any others? What are they?
00 + This industry should be built in towns - D < Rz0 (Distance to town is smaller, than town zone 0 radius)
01 + This industry should be built near water - max N tiles away
02 + This industry should be build in towns with more inhabitants - at least N inhabitants (ECSAVBrewery)
03 + This industry should be built closer to town center - Rz1 + N > D (Distance to town is smaller, than town zone 1 radius + N)
04 - This industry can't be build in snow areas - Test snow. Obsolete. Not used now.
05 + This industry can't be build in desert - min N tiles away from the nearest desert tile (Usually 3 or 1)
06 + This industry should be built in town suburbs - D > Rz1 (Distance to town is larger, than town zone 1 radius)
07 + This industry requires flat land - flat land
08 + This industry requires sloped land - special terraforming required, see the pictures
09 + This industry should be build in forest areas - min N tiles around are rainforest (ECSTVTCPalenque, ECSWVForest) (ECSWVForest checks the landscape number, ignores condition everywhere except tropics)
0A + This industry should be build far from towns
- a) disallow in townzones 1-4 (ECSTWTouristsCentre)
b) Rz0 < D (Distance to town is larger, than town zone 0 radius
0B + This industry can't be build in rain forest - min N tiles away from the nearest rainforest tile (ECSAVFruitPlantation)
0C + This industry can't be build near the same industry - min N tiles away from the nearest industry with the same ID
0D + This industry can't be build close to water - min N tiles away from water
0E + This industry can't be build near the conflicting industry - min N tiles away from the nearest industry with the specified ID
0F + This industry should be built closer to the related supplying industry - max N tiles away from the nearest industry with the specified ID (ECSWVSawmill)
10 + This industry can't be build near the same industry of the same layout - min N tiles away from the nearest industry with the specified ID and layout (ECSTVTouristCentre)
8401 - Can't build here - disallow on coasts (ECSAVFruitPlantation, ECSWVForest)