Eras
Each era has slighly differnt setting and each one lasts for 20 years. Here are the available eras:
1830 | 1830 to 1849 |
1850 | 1850 to 1869 |
1850War | 1850 to 1869 (special setting for civil war) |
1870 | 1870 to 1889 |
1890 | 1890 to 1909 |
1910 | 1910 to 1929 |
About Tiled to Tome
Here are some general parameters and their meanings:
ID |
|
||||
DisplayName |
|
||||
NameId |
|
||||
TownFounded | The city's founding year (should not have an impact in-game). | ||||
TownActive | State of the city (true or false). If a town is passive, its number of inhabitants will not change until it will be activated by either the storyline or by erecting a station in that city. As soon as the city is connected and becomes active it will gain a bonus of 10% on its fulfilment of demand until they reach 20,000 inhabitants. | ||||
TownFactory0 / TownFactory1 / TownFactory2 | 1st, 2nd or 3rd pre-defined production. | ||||
TownPopulation | The city's population |
ProductionSiteFactory:
The production’s site is defined by a string consisting of two parts: the type of production and “Factory” added to the end. For example, all your grain productions would have the string: “GrainFactory” (note the capital letters at the beginning of the words). Here is a list of all options for rural businesses and their in-game text:
GrainFactory | Farm * |
CattleFactory | Ranching * |
CornFactory | Farm * |
WoodFactory | Clearing * |
WoolFactory | Farm * |
SugarFactory | Farm * |
MilkFactory | Ranching * |
VegetablesFactory | Farm * |
FruitsFactory | Farm * |
CoalFactory | Mine * |
IronFactory | Mine * |
SaltFactory | Pothole * |
ClayFactory | Pothole * |
ConcreteFactory | Pothole * |
OilFactory | Drilling * |
*) All in-game text will be translated to any of the supported languages automatically
The SiteStatus will define the state of the rural business which can be adjusted with the following parameters:
Active (default) | a regular production |
Inactive | appears like a regular production, but does not produce anything; must have a connection to a city; becomes active once the connected city (required!) grows to >20,000 inhabitants |
Passive | (not working) unlocked by storyline |
Unused | production will appear at all |
ProductionSiteTypeNameId | Pretty much like NameId, but needs a type as well. The string always starts with “ID_NAME_TYP”, followed by in indicator for the type (A, B, C, D, E, or F) and an index number at the end. |
With this knowledge you can assign a string by using one of the following stings (String ID; type; in-game text):
ID_NAME_TYPA_00 | Farm | Farm * |
ID_NAME_TYPA_01 | Farm | Manor * |
ID_NAME_TYPA_02 | Farm | Estate * |
ID_NAME_TYPA_03 | Farm | Preserve * |
ID_NAME_TYPB_00 | Ranching | Breeding * |
ID_NAME_TYPB_01 | Ranching | Fattening * |
ID_NAME_TYPB_02 | Ranching | Ranch * |
ID_NAME_TYPB_03 | Ranching | Cattle * |
ID_NAME_TYPC_00 | Clearing | Logging * |
ID_NAME_TYPC_01 | Clearing | Forest aisles * |
ID_NAME_TYPC_02 | Clearing | Clearing * |
ID_NAME_TYPC_03 | Clearing | Chopping * |
ID_NAME_TYPD_00 | Mine | Quarry * |
ID_NAME_TYPD_01 | Mine | Colliery * |
ID_NAME_TYPD_02 | Mine | Pit * |
ID_NAME_TYPD_03 | Mine | Mine * |
ID_NAME_TYPE_00 | Pothole | Well * |
ID_NAME_TYPE_01 | Pothole | Hollow * |
ID_NAME_TYPE_02 | Pothole | Trough * |
ID_NAME_TYPE_03 | Pothole | Ditch * |
ID_NAME_TYPF_00 | Drilling | Drill hole * |
ID_NAME_TYPF_01 | Drilling | Countryside * |
ID_NAME_TYPF_02 | Drilling | Field * |
ID_NAME_TYPF_03 | Drilling | Area * |
*) All in-game text will be translated to any of the supported languages automatically
About commodities
The pre-defined productions of a city should be self explaining by their names. Here is a list:
MeatFactory (produces Leather as well) |
BeerFactory |
ClothFactory |
ClothingFactory |
LumberFactory |
AlcoholFactory |
CheeseFactory |
PaperFactory |
ToolsFactory |
PotteryFactory |
FurnitureFactory |
ChemicalsFactory |
SteelFactory |
CansFactory |
PetroleumFactory |
CandyFactory |
NewspapersFactory |
CandiesFactory |
GasolineFactory |
AutomobilesFactory |
However, there is no need to define all three of those factories and it would even work with no factories defined at all.
Certain groups of commodities are important for balancing. Here is is list showing the dependencies:
Group 0 | Grain, Cattle, Corn, Wood, Meat and Beer |
Group 1 | Wool, Sugar, Milk, Vegetables and Fruits |
Group 2 | Coal, Iron, Salt, Clay, Concrete and Oil |