Trade Connection: Difference between revisions

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All connected [[building]]s will attempt to share and transfer [[commodities]] with each other where needed. Processing industries will fetch raw resources from resource harvesting industries, and factories will fetch the processed materials to make their products. This is all automatic once the trade connection between the buildings is established.
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All connected [[building]]s will attempt share and trade [[commodities]] with each other where needed. Processing industries will fetch raw resources from resource harvesting industries, and factories will fetch the processed materials to make their products.
There is no automatic trade connection between [[Solar_System|solar system]]s. Trade between solar systems has to be setup with [[shipment]]s or cargo [[Spacecraft|ship]]s.
 
This is all automatic once the trade connection is established, but only within the same [[Solar_System|solar system]]. Trade between solar systems has to be setup with [[shipment]]s or cargo ships.


==Connection Types==
==Connection Types==
Trade between [[buildings]] requires them to have a trade link connection with each other. There's four different types of trade links:
In order for [[buildings]] to share [[commodities]] with eachother a trade connection is required with each other. There's five different types of trade links:


# '''Neighbor connection'''
# '''Neighbor connection'''
#* Two buildings that are within ?m of each other are considered connected.
#* Two buildings that are within ?m of each other are considered connected.
# '''Road connection'''
# '''Road connection'''
#* A [[road]] will connect all buildings near it. <s>The throughput of the road is considered a base for all other trade links. I.e. 100%.</s>
#* [[Road]] can connect buildings over a greater distance cheaply. All buildings near the road will be connected.
# '''Sea connection'''
# '''Sea connection'''
#* A building connected to a [[wharf]] will be connected with all other buildings also connected to a wharf on the same [[world]]. <s>Throughput of the Wharf is half of the road's. (50%)</s>
#* A building connected to a [[wharf]] will be connected with all other buildings also connected to a wharf on the same [[world]].
# '''Air connection'''
# '''Air connection'''
#* A building connected to an [[Airport_Terminal|airport terminal]] will be connected with all other buildings also connected to a airport terminal on the same [[world]]. <s>When both cities are located on the same planet, the throughput of the terminal is a third of the road. (~33%)</s>
#* A building connected to an [[Airport_Terminal|airport terminal]] will be connected with all other buildings also connected to a airport terminal on the same [[world]].
# '''Space connection'''
# '''Space connection'''
#* A building connected to an [[Airport_Terminal|airport terminal]] will be connected with all other buildings also connected to a airport terminal in the same [[Solar_System|solar system]]. <s>In case of interplanetary exchange, the terminal's throughput is a quarter of the road throughput. (25%)</s>
#* A building connected to an [[Airport_Terminal|airport terminal]] will be connected with all other buildings also connected to a airport terminal in the same [[Solar_System|solar system]].


For the purposes of import calculation, the best available link is always selected.
A trade connection even works while a [[wharf]] or an [[Airport_Terminal|airport terminal]] is still under construction.


==Fetching==
==Fetching==
[[Building]]s fetch [[commodities]] they need from other connected buildings.
[[Building]]s fetch [[commodities]] they need from other connected buildings. This is the same for [[construction]], [[manufacturing]] and impoting.
 
For example: a [[Machine_Shop|machine shop]] producing [[hammer]]s using metal will attempt to fetch [[metal]] from any connected building, be it from a [[smelter]], [[warehouse]] or any other building that might have any.
 
===Waste===
A commodity might be [[waste]]d when fetched if it fails a [[quality]] check.


==Importers==
==Importers==
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* [[Airport_Terminal|Airport terminal]] and [[capitol]] will import [[food]] and [[air]] to support connected population.
* [[Airport_Terminal|Airport terminal]] and [[capitol]] will import [[food]] and [[air]] to support connected population.
* [[Warehouse]] will import the one specified commodity type.
* [[Military_Headquarters|Military headquarters]], [[Military_Airport_Terminal|military airport terminal]]s, [[Military_Dock|military dock]]s and [[Military_Motor_Pool|military motor pool]]s will import [[weapon]]s, [[ammunition]] and other necessities.


==Reservation==
==Reservation==

Latest revision as of 12:53, 21 December 2021

All connected buildings will attempt to share and transfer commodities with each other where needed. Processing industries will fetch raw resources from resource harvesting industries, and factories will fetch the processed materials to make their products. This is all automatic once the trade connection between the buildings is established.

There is no automatic trade connection between solar systems. Trade between solar systems has to be setup with shipments or cargo ships.

Connection Types

In order for buildings to share commodities with eachother a trade connection is required with each other. There's five different types of trade links:

  1. Neighbor connection
    • Two buildings that are within ?m of each other are considered connected.
  2. Road connection
    • Road can connect buildings over a greater distance cheaply. All buildings near the road will be connected.
  3. Sea connection
    • A building connected to a wharf will be connected with all other buildings also connected to a wharf on the same world.
  4. Air connection
    • A building connected to an airport terminal will be connected with all other buildings also connected to a airport terminal on the same world.
  5. Space connection
    • A building connected to an airport terminal will be connected with all other buildings also connected to a airport terminal in the same solar system.

A trade connection even works while a wharf or an airport terminal is still under construction.

Fetching

Buildings fetch commodities they need from other connected buildings. This is the same for construction, manufacturing and impoting.

For example: a machine shop producing hammers using metal will attempt to fetch metal from any connected building, be it from a smelter, warehouse or any other building that might have any.

Waste

A commodity might be wasted when fetched if it fails a quality check.

Importers

Some buildings import specific commodities in order to have them available for sale or to assist connected buildings.

Reservation

In order to prevent cities from losing essential commodities to other cities, buildings in certain environments reserve a minimum stock of some commodities:

  • Air, Water - On a world that does not support animal life, a building reserves 13 units per citizen.
  • Food - On a world that does not support plant life, a city reserves 10 units of each kind of food per citizen, divided by its food value.