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	<id>https://support.tygron.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frank</id>
	<title>Tygron Support wiki - User contributions [en]</title>
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	<updated>2026-05-12T07:31:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4864</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4864"/>
		<updated>2015-01-30T09:37:42Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Other Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Other Updates===&lt;br /&gt;
For a list of all planned updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will officialy launch the new vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage. For the first version, only the Netherlands were covered for vector style City Map generation. We will further extend this for the rest of the world, starting with a simple version, due to limitations and variations on available GIS data.&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface; A large improvement over the old Tygron Game Editor. It will receive a new look and feel, improved usability and will be conform with the new JAVA FX format. Primary goal is to make it more user friendly!&lt;br /&gt;
* Improved user management. We will improve and expand the set of management actions applicable on Tygron user groups, individual users and projects.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore first create a simple version of a model importer for the Tygron Engine. This first version will support a limited amount of model formats, which will be specified at a later stage;&lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
Januari 2015:&lt;br /&gt;
* Improved ESRI User Integration.  ESRI users can have private domains within Arcgis, and we would like to integrate our domains with theirs. &lt;br /&gt;
* Video Uploading. Users should be able to upload their own videos, which they can show during the game as an introduction, provide background stories and to improve immersion into the game.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4863</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4863"/>
		<updated>2015-01-30T09:37:17Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Minor Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Other Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will officialy launch the new vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage. For the first version, only the Netherlands were covered for vector style City Map generation. We will further extend this for the rest of the world, starting with a simple version, due to limitations and variations on available GIS data.&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface; A large improvement over the old Tygron Game Editor. It will receive a new look and feel, improved usability and will be conform with the new JAVA FX format. Primary goal is to make it more user friendly!&lt;br /&gt;
* Improved user management. We will improve and expand the set of management actions applicable on Tygron user groups, individual users and projects.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore first create a simple version of a model importer for the Tygron Engine. This first version will support a limited amount of model formats, which will be specified at a later stage;&lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
Januari 2015:&lt;br /&gt;
* Improved ESRI User Integration.  ESRI users can have private domains within Arcgis, and we would like to integrate our domains with theirs. &lt;br /&gt;
* Video Uploading. Users should be able to upload their own videos, which they can show during the game as an introduction, provide background stories and to improve immersion into the game.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4649</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4649"/>
		<updated>2015-01-16T17:39:19Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* What to expect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage. For the first version, only the Netherlands were covered for vector style City Map generation. We will further extend this for the rest of the world, starting with a simple version, due to limitations and variations on available GIS data.&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface; A large improvement over the old Tygron Game Editor. It will receive a new look and feel, improved usability and will be conform with the new JAVA FX format. Primary goal is to make it more user friendly!&lt;br /&gt;
* Improved user management. We will improve and expand the set of management actions applicable on Tygron user groups, individual users and projects.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore first create a simple version of a model importer for the Tygron Engine. This first version will support a limited amount of model formats, which will be specified at a later stage;&lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
Januari 2015:&lt;br /&gt;
* Improved ESRI User Integration.  ESRI users can have private domains within Arcgis, and we would like to integrate our domains with theirs. &lt;br /&gt;
* Video Uploading. Users should be able to upload their own videos, which they can show during the game as an introduction, provide background stories and to improve immersion into the game.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4648</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4648"/>
		<updated>2015-01-16T17:11:25Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* What to expect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage. For the first version, only the Netherlands were covered for vector style City Map generation. We will further extend this for the rest of the world, starting with a simple version, due to limitations and variations on available GIS data.&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore create a first version of a model importer for the Tygron Engine. This first version will support a limited amount of model formats, which will be specified at a later stage;&lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map#City_Map_Size|City Map size]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4644</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4644"/>
		<updated>2015-01-16T17:03:45Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore create a first version of a model importer for the Tygron Engine. This first version will support a limited amount of model formats, which will be specified at a later stage;&lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map#City_Map_Size|City Map size]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4643</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4643"/>
		<updated>2015-01-16T17:03:27Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore create a first version of a model importer for the Tygron Engine. This first version will support a limited amount of model formats, which will be specified later;&lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map#City_Map_Size|City Map size]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4573</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4573"/>
		<updated>2015-01-16T16:47:41Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* What to expect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map#City_Map_Size|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore create a first version of a model importer for the Tygron Engine. This first version will support a limited amount of different model &lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map#City_Map_Size|City Map size]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4572</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4572"/>
		<updated>2015-01-16T16:47:08Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see [[City_Map|City Map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore create a first version of a model importer for the Tygron Engine. This first version will support a limited amount of different model &lt;br /&gt;
* 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also [[City_Map|City Map size]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4561</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4561"/>
		<updated>2015-01-16T15:45:21Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* What to expect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [[Overlay|overlay]]. &lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see [[CityMap|City map size]].&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models;&lt;br /&gt;
* 5 x 5 km maps, see [[CityMap|City map size]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4560</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4560"/>
		<updated>2015-01-16T15:27:45Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* What to expect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;&lt;br /&gt;
* Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an [Overlay overlay]. &lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see City map size.&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models;&lt;br /&gt;
* 5 x 5 km maps, see City map size.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4559</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4559"/>
		<updated>2015-01-16T15:16:45Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
==What to expect==&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap&lt;br /&gt;
* Spatial Indicators;&lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see City map size.&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models;&lt;br /&gt;
* 5 x 5 km maps, see City map size.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4558</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4558"/>
		<updated>2015-01-16T15:16:12Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
What to expect:&lt;br /&gt;
April 2015:&lt;br /&gt;
* Heightmap&lt;br /&gt;
* Spatial Indicators;&lt;br /&gt;
* Improved world coverage;&lt;br /&gt;
* 2,5 by 2,5 km, see City map size.&lt;br /&gt;
July 2015:&lt;br /&gt;
* Improved editor interface;&lt;br /&gt;
* Improved user management.&lt;br /&gt;
October 2015:&lt;br /&gt;
* Upload your own visual 3D models;&lt;br /&gt;
* 5 x 5 km maps, see City map size.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4555</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4555"/>
		<updated>2015-01-16T14:59:57Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.&lt;br /&gt;
&lt;br /&gt;
Below the roadmap for 2015 is presented. Please note that it is subject to change!&lt;br /&gt;
&lt;br /&gt;
[[File:RD_Roadmap_2015.png]]&lt;br /&gt;
&lt;br /&gt;
The in-detail roadmap for the vectormap project is:&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap-Project_Phase_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The projects are deployed on seperate servers. The TygronEngine is deployed on the general location: {{url}}&lt;br /&gt;
The Vectormap project will initially be deployed on a seperate location. Since the vectormap project is currently under full production, it is not yet made accessible. Partners will be informed of this location when the exclusive sneak-peak will take place. Visualy, the servers and their lifelines will be like this:&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4553</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4553"/>
		<updated>2015-01-16T14:24:38Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Roadmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The in-detail roadmap for the vectormap project is:&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap-Project_Phase_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The projects are deployed on seperate servers. The TygronEngine is deployed on the general location: {{url}}&lt;br /&gt;
The Vectormap project will initially be deployed on a seperate location. Since the vectormap project is currently under full production, it is not yet made accessible. Partners will be informed of this location when the exclusive sneak-peak will take place. Visualy, the servers and their lifelines will be like this:&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4552</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4552"/>
		<updated>2015-01-16T14:21:34Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The previous roadmap of the projects we were working on was as followed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
The in-detail roadmap for the vectormap project is:&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap-Project_Phase_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The projects are deployed on seperate servers. The TygronEngine is deployed on the general location: {{url}}&lt;br /&gt;
The Vectormap project will initially be deployed on a seperate location. Since the vectormap project is currently under full production, it is not yet made accessible. Partners will be informed of this location when the exclusive sneak-peak will take place. Visualy, the servers and their lifelines will be like this:&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4551</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=4551"/>
		<updated>2015-01-16T14:16:32Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc. &lt;br /&gt;
&lt;br /&gt;
===[[VectorMap]]=== &lt;br /&gt;
The 3D representation of constructions and the environment will be made more realistical and reckognizable using [[VectorMap]] Technology. This representation will replace the old grid based map.&lt;br /&gt;
&lt;br /&gt;
===Minor Updates===&lt;br /&gt;
For a list of all (minor) updates check:&lt;br /&gt;
* [[Upcoming changes and features]].&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png|center|932px]]&lt;br /&gt;
&lt;br /&gt;
The in-detail roadmap for the vectormap project is:&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap-Project_Phase_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The projects are deployed on seperate servers. The TygronEngine is deployed on the general location: {{url}}&lt;br /&gt;
The Vectormap project will initially be deployed on a seperate location. Since the vectormap project is currently under full production, it is not yet made accessible. Partners will be informed of this location when the exclusive sneak-peak will take place. Visualy, the servers and their lifelines will be like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap_Server.png]]&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Version_2.0.0_BETA&amp;diff=4548</id>
		<title>Version 2.0.0 BETA</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Version_2.0.0_BETA&amp;diff=4548"/>
		<updated>2014-12-24T11:00:12Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large engine update first version 2.0 with lots of improvements. &lt;br /&gt;
This version of the engine contains large changes. This is why it is released in a BETA release mode (not supported) first. Releasing it in beta first means it will run in parallel to the current engine.&lt;br /&gt;
&lt;br /&gt;
[[file:Vectormap.jpg| 400px]]&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
* [[VectorMap]] instead of the old tile system.&lt;br /&gt;
* [[GIS Conversion]] via ESRI services.&lt;br /&gt;
* Improved accuracy and simplification of values. All engine values are now 64-bit (from 32-bit). This means e.g. no more filling in financial values in K&#039;s.&lt;br /&gt;
* The old RMI network connection is replaced by [[REST API]] calls. Improving security, reducing firewall issues and possibility to connect to the Tygron Engine via other apps.&lt;br /&gt;
* [[New Model System]]. To allow users to model the 3D worlds to their own linking, each individual function can have its own unique:&lt;br /&gt;
** colors for walls and roofs (even for specific buildings as an override);&lt;br /&gt;
** name and description;&lt;br /&gt;
** function image. &lt;br /&gt;
* New and improved selection. It is now possible to:&lt;br /&gt;
** Draw orientated blocks;&lt;br /&gt;
** Draw multi lines, circles and ellipses;&lt;br /&gt;
** Pick polygons to select or remove;&lt;br /&gt;
** Switch freely between different selection schemes to draw complex selections. &lt;br /&gt;
&lt;br /&gt;
===To be added later===&lt;br /&gt;
Some old functionality is however still in development and will be added later in 2015 to the beta.&lt;br /&gt;
* Grid indicators (quality of Life, heat) are not included. These will be added later in a new [[Flexible Indicator System]].&lt;br /&gt;
* Heightmap functionality is limited to 3 levels (water, dikes or flat land ) no curving hills for now.&lt;br /&gt;
* The GIS connection is limited to The Netherlands, other parts of the world will be added later.&lt;br /&gt;
* Selection area for constructions with a fixed surface layout. Think of a predefined stamp or blueprint that can be translated, rotated and applied multiple times.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Version_2.0.0_BETA&amp;diff=4547</id>
		<title>Version 2.0.0 BETA</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Version_2.0.0_BETA&amp;diff=4547"/>
		<updated>2014-12-24T10:59:01Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large engine update first version 2.0 with lots of improvements. &lt;br /&gt;
This version of the engine contains large changes. This is why it is released in a BETA release mode (not supported) first. Releasing it in beta first means it will run in parallel to the current engine.&lt;br /&gt;
&lt;br /&gt;
[[file:Vectormap.jpg| 400px]]&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
* [[VectorMap]] instead of the old tile system.&lt;br /&gt;
* [[GIS Conversion]] via ESRI services.&lt;br /&gt;
* Improved accuracy and simplification of values. All engine values are now 64-bit (from 32-bit). This means e.g. no more filling in financial values in K&#039;s.&lt;br /&gt;
* The old RMI network connection is replaced by [[REST API]] calls. Improving security, reducing firewall issues and possibility to connect to the Tygron Engine via other apps.&lt;br /&gt;
* [[New Model System]]. To allow users to model the 3D worlds to their own linking, each individual function can have its own unique:&lt;br /&gt;
** colors for walls and roofs (even for specific buildings as an override);&lt;br /&gt;
** name and description;&lt;br /&gt;
** function image. &lt;br /&gt;
* New and improved selection. It is now possible to:&lt;br /&gt;
** Draw orientated blocks;&lt;br /&gt;
** Draw multi lines, circles and ellipses;&lt;br /&gt;
** Pick polygons to select or remove.&lt;br /&gt;
** Switch freely between different selection schemes to draw complex selections. &lt;br /&gt;
&lt;br /&gt;
===To be added later===&lt;br /&gt;
Some old functionality is however still in development and will be added later in 2015 to the beta.&lt;br /&gt;
* Grid indicators (quality of Life, heat) are not included. These will be added later in a new [[Flexible Indicator System]].&lt;br /&gt;
* Heightmap functionality is limited to 3 levels (water, dikes or flat land ) no curving hills for now.&lt;br /&gt;
* The GIS connection is limited to The Netherlands, other parts of the world will be added later.&lt;br /&gt;
* Selection area for constructions with a fixed surface layout. Think of a predefined stamp or blueprint which can be translated and rotated and applied multiple times.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Main_Page&amp;diff=4346</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Main_Page&amp;diff=4346"/>
		<updated>2014-11-06T09:33:46Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Main content--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; background-color:transparent; margin: 0 -1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Menu--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; background-color:transparent; margin:0px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--Wrapper--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; max-width:1030px;&amp;quot;&amp;gt;&lt;br /&gt;
{| id=&amp;quot;mainpagenavigation&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; colspan=&amp;quot;2&amp;quot; | Welcome&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Links&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | News &amp;amp; Updates&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; colspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;!--Images--&amp;gt;&lt;br /&gt;
====Welcome to the Wiki====&lt;br /&gt;
[[File:tygron_input_2.png|right|183px]]&lt;br /&gt;
:&#039;&#039;This Wiki is written for &amp;amp; by the [[Tygron Community]]!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The Wiki features tutorials, videos and a complete reference to anything related to Tygron Games and the TyTech Engine. There are tutorials for beginning and advanced users, in-depth articles, [[Roadmap|future plans]] and news items. New to Tygron and ready to go? Read [[Where to Start]].&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If you notice anything is missing or outdated then please feel free to edit pages yourself. You can make use of the discussion pages, the [//forum.tygron.com forum] and there is a special page explaining [[how you can help]]. For support and general information please follow the links on the right.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Enjoy!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
===== =====&amp;lt;!--SECTION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tygron ====&lt;br /&gt;
:[//www.tygron.com Tygron Website]&amp;lt;br&amp;gt;&lt;br /&gt;
:[//www.tygron.com/about/contact/ Tygron Contact &amp;amp; Support]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Release_Notes|Release notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Upcoming changes and features]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====More Community====&lt;br /&gt;
:[//forum.tygron.com Tygron Forum]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wiki help====&lt;br /&gt;
:[[Where to Start]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[how you can help|How you can help]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Glossary]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Troubleshooting]] &amp;lt;br&amp;gt;&lt;br /&gt;
:[//forum.tygron.com/viewforum.php?f=13 Report a bug] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content&amp;quot; id=&amp;quot;newsblock&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--News: content--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;October 24th, 2014&#039;&#039;&#039;&lt;br /&gt;
* The engine is updated to [[Version 1.4.1]].&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
* The engine runs on the new [[Oculus Rift]] DK2.&lt;br /&gt;
&#039;&#039;&#039;October 1st, 2014&#039;&#039;&#039;&lt;br /&gt;
* The engine is updated to a new version: [[Release Notes 01-10-2014]].&lt;br /&gt;
&#039;&#039;&#039;August 8th, 2014&#039;&#039;&#039;&lt;br /&gt;
* The wiki has been used by a third party for the first time to set up a game session!&lt;br /&gt;
&lt;br /&gt;
[[Upcoming changes and features]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-  class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Design&lt;br /&gt;
! Develop&lt;br /&gt;
! Deploy&lt;br /&gt;
! Distribute&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--WIZARD BEGINNER DESIGN--&amp;gt;&lt;br /&gt;
Basics 1: [[Basic_Tutorial_Introduction|Introduction]]&amp;lt;br&amp;gt;&lt;br /&gt;
Basics 2: [[Using a template]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--WIZARD BEGINNER DEVELOP--&amp;gt;&lt;br /&gt;
Basics 3: [[Adjusting the indicators]]&amp;lt;br&amp;gt;&lt;br /&gt;
Basics 4: [[Adjusting the stakeholders|Setting stakeholders]]&amp;lt;br&amp;gt;&lt;br /&gt;
Basics 5: [[Create static actions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--WIZARD DEPLOY--&amp;gt;&lt;br /&gt;
Basics 6: [[Adding descriptions and credits|Texts and Credits]]&amp;lt;br&amp;gt;&lt;br /&gt;
Basics 7: [[Organizing a mulitplayer session|Game Session]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; class=&amp;quot;content&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--WIZARD DISTRIBUTE--&amp;gt;&lt;br /&gt;
[[Creating Public Games|Share your game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[//forum.tygron.com/viewforum.php?f=11 Showcased games on forum]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--WIZARD ADVANCED DESIGN--&amp;gt;&lt;br /&gt;
Adv. 1: [[Advanced_Tutorial_Introduction|Introduction]] &amp;lt;br&amp;gt;&lt;br /&gt;
Adv. 2: [[Game design document]] &amp;lt;br&amp;gt;&lt;br /&gt;
Adv. 3: [[Use custom shapefiles]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--WIZARD ADVANCED CREATE--&amp;gt;&lt;br /&gt;
Adv. 4: [[Using Qualitative Indicators|Qualitative indicators]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. 5: [[Adjusting terrain height]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. 6: [[Using Custom Function Values|Input game data]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. 7: [[Playtesting|Playtest your game]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--WIZARD ADVANCED CREATE--&amp;gt;&lt;br /&gt;
Adv. 8: [[Checking hardware and software requirements|Check requirements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. 9: [[Handeling account Management|Users and licenses]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Design Articles&lt;br /&gt;
! Develop Articles&lt;br /&gt;
! Deploy Articles&lt;br /&gt;
! Experts&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--LIBRARY SECTION: DESIGN--&amp;gt;&lt;br /&gt;
: &#039;&#039; Main article: [[Design|Design phase]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Game Design]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Design documents]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wizard]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Template|Game Templates]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[GIS Source data]]&amp;lt;br&amp;gt;&lt;br /&gt;
::  [[Custom Shapefiles]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--LIBRARY SECTION: CREATE--&amp;gt;&lt;br /&gt;
: &#039;&#039; Main article: [[Develop|Develop phase]]&#039;&#039;&lt;br /&gt;
[[3D World]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Constructions]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Zoning]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Ownership]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Terrain height]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Ground Price]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Indicators]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Importance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stakeholders]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Objective]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Financial System]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Actions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Functions]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Function Values]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Editor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Models]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--LIBRARY SECTION: DEPLOY--&amp;gt;&lt;br /&gt;
: &#039;&#039; Main article: [[Deploy|Deploy phase]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Game Session]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Requirements]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Account Management]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Offline Game Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Game Session Checklists]]&amp;lt;br&amp;gt;&lt;br /&gt;
: [[Web Application]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Games]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Bedrijventerrein]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Climategame]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Promotional Material]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
| class=&amp;quot;content&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===== =====&amp;lt;!--MASTERY SECTION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Expert Topics====&lt;br /&gt;
[[Training|Training &amp;amp; Certification]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Editor Advanced Mode]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[REST API]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====R&amp;amp;D====&lt;br /&gt;
[[Roadmap]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Developers Blog]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Vector_Map|Vector Map]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[GISConversion|GIS Conversion]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[VectorVisualisation|Visualisation]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[VectorCalculation|Calculation]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[VectorConversion|Conversion]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Alliander:Main_Page|Alliander Edition - Wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More: [[Oculus Rift]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]]&amp;amp;nbsp;[[Special:Allpages|articles]]!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DONT EDIT BELOW THIS LINE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Version_1.4.2&amp;diff=4345</id>
		<title>Version 1.4.2</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Version_1.4.2&amp;diff=4345"/>
		<updated>2014-11-06T09:26:46Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Version 1.4.1 (24-10-2014) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 1.4.2 (6-11-2014)==&lt;br /&gt;
Minor bugfix update.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Bug fix for Function Values table. Value changes in this table should now be applied correctly for all measurement systems. &lt;br /&gt;
* Headers of Custom Function Score table columns have been made more descriptive.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Version_1.4.2&amp;diff=4344</id>
		<title>Version 1.4.2</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Version_1.4.2&amp;diff=4344"/>
		<updated>2014-11-06T09:26:32Z</updated>

		<summary type="html">&lt;p&gt;Frank: Created page with &amp;quot;== Version 1.4.1 (24-10-2014)== Minor bugfix update.  === Bugfixes === * Bug fix for Function Values table. Value changes in this table should now be applied correctly for all...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 1.4.1 (24-10-2014)==&lt;br /&gt;
Minor bugfix update.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Bug fix for Function Values table. Value changes in this table should now be applied correctly for all measurement systems. &lt;br /&gt;
* Headers of Custom Function Score table columns have been made more descriptive.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Main_Page&amp;diff=4343</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Main_Page&amp;diff=4343"/>
		<updated>2014-11-06T09:19:44Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
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&#039;&#039;&#039;November 6th, 2014&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;October 24th, 2014&#039;&#039;&#039;&lt;br /&gt;
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===== =====&amp;lt;!--WIZARD BEGINNER DESIGN--&amp;gt;&lt;br /&gt;
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Adv. 4: [[Using Qualitative Indicators|Qualitative indicators]]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Talk:Indicator&amp;diff=3904</id>
		<title>Talk:Indicator</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Talk:Indicator&amp;diff=3904"/>
		<updated>2014-09-30T13:35:36Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we clean this parapgraph up? What is/are the message(s) we would like to tell in this paragraph? I see a lot of reoccuring/similar statements, and statements that I think are not entirely correct. &amp;lt;br&amp;gt;&lt;br /&gt;
For example: &lt;br /&gt;
&amp;quot;By having the right indicators in a game, players are encouraged to take actions which would match the actions of the stakeholder in real life&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
I agree that choosing the correct indicators is important. However,for the second part I personally think players should not necessarily have to take actions they normally take in real life. The taken actions can be different, due to the insights gained during the game session. In that sense, the actions should just be realistic and acceptable, given the fact that the chosen indicators are sufficient. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I also miss the relation between the indicators and the state of the game. The initial state of the game also influences the indicators. &lt;br /&gt;
&lt;br /&gt;
What are your thoughts on this? --[[User:Frank|Frank]] ([[User talk:Frank|talk]]) 15:12, 30 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Indicator&amp;diff=3900</id>
		<title>Indicator</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Indicator&amp;diff=3900"/>
		<updated>2014-09-30T13:27:05Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Indicator types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{learned|what indicators are|which indicators exist in the Tygron Engine|what other parts of a game can influence indicators|how to alter existing indicators in your game|how to add and remove indicators}}&lt;br /&gt;
&lt;br /&gt;
==Indicators==&lt;br /&gt;
&lt;br /&gt;
Indicators are the themes for which targets exist in a [[3D World]]. They are named after Key Performance Indicators, by which organizations evaluate their success. Key Performance Indicators serve as a means to identify potential improvements, and as a metric for the degree to which those improvements have been successful.&lt;br /&gt;
&lt;br /&gt;
==How indicators relate to the Tygron Engine==&lt;br /&gt;
[[{{TALKPAGENAME}}|&amp;gt;&amp;gt;&amp;gt; See discussion]]&amp;lt;br&amp;gt;&lt;br /&gt;
Indicators are a primary part of your game, and serve as the guiding element by which [[Player|players]] can determine whether they are making progress. Just like Key Performance Indicators, indicators in the Tygron Engine serve as a means to identify how to improve the situation for your [[stakeholders|stakeholder]], and to what degree those improvements are affected by specific [[actions]]. By having the right indicators in a game, players are encouraged to take actions which would match the actions of the stakeholder in real life, and to quickly recognize the effects actions have on their own goals and the goals of other players.&lt;br /&gt;
&lt;br /&gt;
==Indicators in the Tygron Engine==&lt;br /&gt;
Indicators are visible in-game at the top of the [[interface]]. Each indicator is represented by a short name, and (with exception of the budget) is accompanied by a small progress bar to indicate how well you are performing on that indicator.&lt;br /&gt;
&lt;br /&gt;
Each indicator has a name, a description, a color and a target. The target is the most important part of the indicator, because that is what drives a stakeholder to perform (or abstain from) an action. Each action a stakeholder takes is meant to advance their indicators.&lt;br /&gt;
&lt;br /&gt;
It is not necessarily so that each player can see each indicator. Indicators which are not relevant to a player are not displayed. For example, a project developer has very specific business driven goals, which differ from (or even conflict with) the goals of a municipality.&lt;br /&gt;
[[File:Ui_-_topbar.jpg|framed|left|The top bar of the interface. The indicators are Budget, Building and Progress.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indicator types===&lt;br /&gt;
&lt;br /&gt;
A number of indicator types are available in the Tygron Engine. The available indicator types are dividable into 2 groups, namely indicators that are predefined indicators, and indicators that are custom indicators.&lt;br /&gt;
&lt;br /&gt;
====Predefined indicators====&lt;br /&gt;
&lt;br /&gt;
=====Budget=====&lt;br /&gt;
: &#039;&#039; Main article: [[Budget (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;The amount of money available to a stakeholder. Most actions in the Tygron Engine require money by default. Actions which require spending more money than the stakeholder has available is not allowed. Should the stakeholder end up with a negative budget, their final score will be 0 until their budget has restored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Building=====&lt;br /&gt;
: &#039;&#039; Main article: [[Building (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;The amount of constructions that a stakeholder must reach. The targets for this indicator are subdivided into different types of constructions, such as luxury housing, offices, green and leisure. This indicator is unique in that a player will be penalized for exceeding their goal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Green=====&lt;br /&gt;
: &#039;&#039; Main article: [[Green (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;Green is the amount of green in an area. More trees and open (grassland) areas increase the score for green. Buildings and concrete decrease the score for green.&#039;&#039;&lt;br /&gt;
=====Parking=====&lt;br /&gt;
: &#039;&#039; Main article: [[Parking (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;Parking is the amount of parking spaces in an area. Many buildings have an associated need for parking spaces in the area. By building parking facilities, the score on the parking indicator can be increased.&#039;&#039;&lt;br /&gt;
=====Livability=====&lt;br /&gt;
: &#039;&#039; Main article: [[Livability (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;Livability is the extent to which an area is pleasant to live in. More open spaces, luxury buildings and green increase livability. Densification, poor quality buildings and lack of nature decrease livability.&#039;&#039;&lt;br /&gt;
=====Water Storage=====&lt;br /&gt;
: &#039;&#039; Main article: [[Water Storage (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;The amount of water storage capacity in an area. A greater capacity for storing water means an area becomes more resilient when faced with rain. Areas of open water, water-permeable surfaces and other means of storage increase the score for water storage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Custom indicator====&lt;br /&gt;
The [[Custom (Indicator)|custom indicator]] is a unique indicator, in that it is the only indicator which does not have a special function or a pre-defined calculation model behind it. Instead, the custom indicator functions purely as a tally to which points can be assigned. When a game uses one or more custom indicators, the effects that actions have on the custom indicators must be explicitly defined. They are also the only global indicator of which multiple can be added to a game.&lt;br /&gt;
&lt;br /&gt;
====Progress indicator====&lt;br /&gt;
Lastly, each player also has a [[Progress (Indicator)|progress indicator]]. This indicator cannot be altered directly. It sums up the scores achieved on the other indicators, based on their [[importance]]. The progress indicator is a stakeholder&#039;s total score.&lt;br /&gt;
&lt;br /&gt;
===Influencing indicators===&lt;br /&gt;
&lt;br /&gt;
During the game, players are able to influence indicators by taking actions. Almost every action has an effect on at least one indicator. It is up to the players to apply their actions appropriately to increase the score on their indicators. It is important to note that the effects of an action may extend to indicators which are not relevant to the acting player. For example, if a project developer creates a large office park where there previously was a forest, the amount of green will go down, which will negatively affect the goals of a municipality.&lt;br /&gt;
&lt;br /&gt;
===Indicator targets===&lt;br /&gt;
The most important aspect of an indicator is its target. By working towards reaching the target of an indicator, a player can increase their total score. Reaching their indicator targets is the reason players take actions in the game. When a player has reached the target for a specific indicator, they no longer need to perform actions for that specific target. Most games have a balance wherein it is difficult, but not impossible, to reach the targets for all indicators. Together with the indicator&#039;s [[importance]] and a stakeholder&#039;s [[assignment]], they form a stakeholder&#039;s [[objective]].&lt;br /&gt;
&lt;br /&gt;
==Changing Indicators==&lt;br /&gt;
&lt;br /&gt;
{{Editor location|||Indicators|Indicators}}&lt;br /&gt;
&lt;br /&gt;
In the editor, you can add and remove indicators, and you can change indicators as desired. To perform either task, you can open the &amp;quot;Indicators&amp;quot; panel from the &amp;quot;Indicators&amp;quot; menu in the editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Editor - indicators.jpg|framed|none|The indicator screen of the editor.]]&lt;br /&gt;
&lt;br /&gt;
===Adding/removing indicators===&lt;br /&gt;
&lt;br /&gt;
{{Editor location|||Indicators|Indicators}}&lt;br /&gt;
&lt;br /&gt;
Adding and removing indicators can be done by following these steps:&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add an indicator|Right click in the list of indicators on the left.|Select the type of indicator.|If applicable, select the desired type in the submenu.|If applicable, select the stakeholder in the next submenu.|Click on the selection to add the indicator.}}&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove an indicator|Right click on an indicator in the list of indicators on the left.|Click on &amp;quot;Delete indicator&amp;quot; to remove the indicator.}}&lt;br /&gt;
&lt;br /&gt;
Adding an indicator means the indicator exists in the game, but may still need to be connected to a stakeholder before the indicator can be found in-game. It is important to make sure the indicators are added to the stakeholders for whom they are applicable. For more information, please see [[stakeholders#Stakeholder Indicators|stakeholders]]. When an indicator is removed, it is also automatically removed from all stakeholders. When a stakeholder is removed, no indicators are removed from the game.&lt;br /&gt;
&lt;br /&gt;
===Changing indicators===&lt;br /&gt;
&lt;br /&gt;
{{Editor location|||Indicators|Indicators}}&lt;br /&gt;
&lt;br /&gt;
Changing indicators can be done by following these steps:&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=change an indicator|Select the indicator you wish to edit from the list on the left|Change the [[#Name|full name]] of the indicator by changing the text in the &amp;quot;Name&amp;quot; field as desired.|Change the [[#Short name|short name]] of the indicator by changing the text in the &amp;quot;Short name&amp;quot; field as desired.|Change the [[#Color|color]] used to display the indicator by holding down the left mouse button over the &amp;quot;color&amp;quot; square.|When dealing with a stakeholder-specific indicator, change the [[#Stakeholder|stakeholder]] of the indicator by selecting a different stakeholder from the dropdown menu.|Change the [[#Description|description]] by changing the text in the &amp;quot;Description&amp;quot; field.|Change the [[#Target|target]] of the indicator by altering the values in the &amp;quot;Target&amp;quot; column of the &amp;quot;Target for current level&amp;quot; table.|If not already so, make sure the &amp;quot;[[#Active|Active]]&amp;quot; check box is checked.}}&lt;br /&gt;
&lt;br /&gt;
====Name====&lt;br /&gt;
[[File:Indicators_overview_-_name.jpg|frame|right|The field for the &amp;quot;name&amp;quot;.]]&lt;br /&gt;
: &#039;&#039;The full name of indicator. This is the name that will appear as the title of the indicator in game. You can change this by altering the text in the &amp;quot;Name&amp;quot; field.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Short name====&lt;br /&gt;
[[File:Indicators_overview_-_short_name.jpg|frame|right|The field for the &amp;quot;short name&amp;quot;.]]&lt;br /&gt;
: &#039;&#039;The short name of indicator. This will appear in areas where multiple indicators are summed up. You can change this by altering the text in the &amp;quot;Short name&amp;quot; field.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Color====&lt;br /&gt;
[[File:Indicators_overview_-_color.jpg|frame|right|The &amp;quot;color&amp;quot; square.]]&lt;br /&gt;
: &#039;&#039;The color of the indicator. The color will be used to display the indicator in graphs and charts. You can change this by holding down the left mouse button over the &amp;quot;color&amp;quot; square. A context menu will appear for color selection.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stakeholder====&lt;br /&gt;
[[File:Indicators_overview_-_stakeholder.jpg|frame|right|The dropdown menu for the stakeholder.]]&lt;br /&gt;
: &#039;&#039;The stakeholder of the indicator. Stakeholder-specific indicators have a connection with a single stakeholder. When editing a stakeholder-specific indicator, you can change this by selecting a different stakeholder from the dropdown menu.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
[[File:Indicators_overview_-_description.jpg|frame|right|The text area for the &amp;quot;description&amp;quot;.]]&lt;br /&gt;
: &#039;&#039;The description of the indicator. Most indicators have a default description, but by customizing this text it is possible to guide the players towards specific actions, provide hints or refer to other sources of information. You can change this by altering the text in the &amp;quot;Description&amp;quot; area.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Target====&lt;br /&gt;
[[File:Indicators_overview_-_targets.jpg|frame|right|The &amp;quot;targets&amp;quot; table. note the scroll bar]]&lt;br /&gt;
: &#039;&#039;The goal to reach for this indicator. This is the most important property, because by setting the target, you are directly instructing the stakeholder what they should strive for in the game. Depending on the selected indicator type, one or more values can be entered for targets. For example: for a budget indicator, you only need to set the amount of money the stakeholder should have remaining. For the building indicator, you can enter a separate target for each type of building. You can change the targets of an indicator in the &amp;quot;Target for current level&amp;quot; table. In the &amp;quot;Description&amp;quot; column, you can see the description of which row represents which aspect of the target of an indicator. You can enter a numeric target value in the &amp;quot;Target&amp;quot; column. This value must lie within the range indicated by the &amp;quot;Minimum&amp;quot; and &amp;quot;Maximum&amp;quot; columns.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
[[File:Indicators_overview_-_active.jpg|frame|right|The &amp;quot;active&amp;quot; checkbox.]]&lt;br /&gt;
: &#039;&#039;Whether the indicator is active. Inactive indicators remain connected to stakeholders, but are unseen and have no effect in the game. You will most likely want this checkbox checked. Toggle between the indicator being active and inactive by clicking the check box.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Changing the effect of actions on indicators===&lt;br /&gt;
It is possible to adjust the effects actions have on indicators. For more information on this, please see [[functions]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Talk:Indicator&amp;diff=3894</id>
		<title>Talk:Indicator</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Talk:Indicator&amp;diff=3894"/>
		<updated>2014-09-30T13:12:22Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we clean this parapgraph up? What is/are the message(s) we would like to tell in this paragraph? I see a lot of reoccuring/similar statements, and statements that I think are not entirely correct. &amp;lt;br&amp;gt;&lt;br /&gt;
For example: &lt;br /&gt;
&amp;quot;By having the right indicators in a game, players are encouraged to take actions which would match the actions of the stakeholder in real life&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
I agree that choosing the correct indicators is important. However,for the second part I personally think players should not necessarily have to take actions they normally take in real life. The taken actions can be different, due to the insights gained during the game session. In that sense, the actions should just be realistic and acceptable, given the fact that the chosen indicators are sufficient. &amp;lt;br&amp;gt;&lt;br /&gt;
What are your thoughts on this? --[[User:Frank|Frank]] ([[User talk:Frank|talk]]) 15:12, 30 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Indicator&amp;diff=3884</id>
		<title>Indicator</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Indicator&amp;diff=3884"/>
		<updated>2014-09-30T12:37:19Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Indicators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{learned|what indicators are|which indicators exist in the Tygron Engine|what other parts of a game can influence indicators|how to alter existing indicators in your game|how to add and remove indicators}}&lt;br /&gt;
&lt;br /&gt;
==Indicators==&lt;br /&gt;
&lt;br /&gt;
Indicators are the themes for which targets exist in a [[3D World]]. They are named after Key Performance Indicators, by which organizations evaluate their success. Key Performance Indicators serve as a means to identify potential improvements, and as a metric for the degree to which those improvements have been successful.&lt;br /&gt;
&lt;br /&gt;
==How indicators relate to the Tygron Engine==&lt;br /&gt;
&lt;br /&gt;
Indicators are a primary part of your game, and serve as the guiding element by which [[Player|players]] can determine whether they are making progress. Just like Key Performance Indicators, indicators in the Tygron Engine serve as a means to identify how to improve the situation for your [[stakeholders|stakeholder]], and to what degree those improvements are affected by specific [[actions]]. By having the right indicators in a game, players are encouraged to take actions which would match the actions of the stakeholder in real life, and to quickly recognize the effects actions have on their own goals and the goals of other players.&lt;br /&gt;
&lt;br /&gt;
==Indicators in the Tygron Engine==&lt;br /&gt;
Indicators are visible in-game at the top of the [[interface]]. Each indicator is represented by a short name, and (with exception of the budget) is accompanied by a small progress bar to indicate how well you are performing on that indicator.&lt;br /&gt;
&lt;br /&gt;
Each indicator has a name, a description, a color and a target. The target is the most important part of the indicator, because that is what drives a stakeholder to perform (or abstain from) an action. Each action a stakeholder takes is meant to advance their indicators.&lt;br /&gt;
&lt;br /&gt;
It is not necessarily so that each player can see each indicator. Indicators which are not relevant to a player are not displayed. For example, a project developer has very specific business driven goals, which differ from (or even conflict with) the goals of a municipality.&lt;br /&gt;
[[File:Ui_-_topbar.jpg|framed|left|The top bar of the interface. The indicators are Budget, Building and Progress.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indicator types===&lt;br /&gt;
&lt;br /&gt;
A number of indicator types are available in the Tygron Engine. The available indicator types are dividable into 2 groups, namely indicators that are predefined indicators, and indicators that custom indicators.&lt;br /&gt;
&lt;br /&gt;
====Predefined indicators====&lt;br /&gt;
&lt;br /&gt;
=====Budget=====&lt;br /&gt;
: &#039;&#039; Main article: [[Budget (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;The amount of money available to a stakeholder. Most actions in the Tygron Engine require money by default. Actions which require spending more money than the stakeholder has available is not allowed. Should the stakeholder end up with a negative budget, their final score will be 0 until their budget has restored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Building=====&lt;br /&gt;
: &#039;&#039; Main article: [[Building (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;The amount of constructions that a stakeholder must reach. The targets for this indicator are subdivided into different types of constructions, such as luxury housing, offices, green and leisure. This indicator is unique in that a player will be penalized for exceeding their goal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Green=====&lt;br /&gt;
: &#039;&#039; Main article: [[Green (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;Green is the amount of green in an area. More trees and open (grassland) areas increase the score for green. Buildings and concrete decrease the score for green.&#039;&#039;&lt;br /&gt;
=====Parking=====&lt;br /&gt;
: &#039;&#039; Main article: [[Parking (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;Parking is the amount of parking spaces in an area. Many buildings have an associated need for parking spaces in the area. By building parking facilities, the score on the parking indicator can be increased.&#039;&#039;&lt;br /&gt;
=====Livability=====&lt;br /&gt;
: &#039;&#039; Main article: [[Livability (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;Livability is the extent to which an area is pleasant to live in. More open spaces, luxury buildings and green increase livability. Densification, poor quality buildings and lack of nature decrease livability.&#039;&#039;&lt;br /&gt;
=====Water Storage=====&lt;br /&gt;
: &#039;&#039; Main article: [[Water Storage (Indicator)]].&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: &#039;&#039;The amount of water storage capacity in an area. A greater capacity for storing water means an area becomes more resilient when faced with rain. Areas of open water, water-permeable surfaces and other means of storage increase the score for water storage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Custom indicator====&lt;br /&gt;
The [[Custom (Indicator)|custom indicator]] is a unique indicator, in that it is the only indicator which does not have a special function or a pre-defined calculation model behind it. Instead, the custom indicator functions purely as a tally to which points can be assigned. When a game uses one or more custom indicators, the effects that actions have on the custom indicators must be explicitly defined. They are also the only global indicator of which multiple can be added to a game.&lt;br /&gt;
&lt;br /&gt;
====Progress indicator====&lt;br /&gt;
Lastly, each player also has a [[Progress (Indicator)|progress indicator]]. This indicator cannot be altered directly. It sums up the scores achieved on the other indicators, based on their [[importance]]. The progress indicator is a stakeholder&#039;s total score.&lt;br /&gt;
&lt;br /&gt;
===Influencing indicators===&lt;br /&gt;
&lt;br /&gt;
During the game, players are able to influence indicators by taking actions. Almost every action has an effect on at least one indicator. It is up to the players to apply their actions appropriately to increase the score on their indicators. It is important to note that the effects of an action may extend to indicators which are not relevant to the acting player. For example, if a project developer creates a large office park where there previously was a forest, the amount of green will go down, which will negatively affect the goals of a municipality.&lt;br /&gt;
&lt;br /&gt;
===Indicator targets===&lt;br /&gt;
The most important aspect of an indicator is its target. By working towards reaching the target of an indicator, a player can increase their total score. Reaching their indicator targets is the reason players take actions in the game. When a player has reached the target for a specific indicator, they no longer need to perform actions for that specific target. Most games have a balance wherein it is difficult, but not impossible, to reach the targets for all indicators. Together with the indicator&#039;s [[importance]] and a stakeholder&#039;s [[assignment]], they form a stakeholder&#039;s [[objective]].&lt;br /&gt;
&lt;br /&gt;
==Changing Indicators==&lt;br /&gt;
&lt;br /&gt;
{{Editor location|||Indicators|Indicators}}&lt;br /&gt;
&lt;br /&gt;
In the editor, you can add and remove indicators, and you can change indicators as desired. To perform either task, you can open the &amp;quot;Indicators&amp;quot; panel from the &amp;quot;Indicators&amp;quot; menu in the editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Editor - indicators.jpg|framed|none|The indicator screen of the editor.]]&lt;br /&gt;
&lt;br /&gt;
===Adding/removing indicators===&lt;br /&gt;
&lt;br /&gt;
{{Editor location|||Indicators|Indicators}}&lt;br /&gt;
&lt;br /&gt;
Adding and removing indicators can be done by following these steps:&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add an indicator|Right click in the list of indicators on the left.|Select the type of indicator.|If applicable, select the desired type in the submenu.|If applicable, select the stakeholder in the next submenu.|Click on the selection to add the indicator.}}&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove an indicator|Right click on an indicator in the list of indicators on the left.|Click on &amp;quot;Delete indicator&amp;quot; to remove the indicator.}}&lt;br /&gt;
&lt;br /&gt;
Adding an indicator means the indicator exists in the game, but may still need to be connected to a stakeholder before the indicator can be found in-game. It is important to make sure the indicators are added to the stakeholders for whom they are applicable. For more information, please see [[stakeholders#Stakeholder Indicators|stakeholders]]. When an indicator is removed, it is also automatically removed from all stakeholders. When a stakeholder is removed, no indicators are removed from the game.&lt;br /&gt;
&lt;br /&gt;
===Changing indicators===&lt;br /&gt;
&lt;br /&gt;
{{Editor location|||Indicators|Indicators}}&lt;br /&gt;
&lt;br /&gt;
Changing indicators can be done by following these steps:&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=change an indicator|Select the indicator you wish to edit from the list on the left|Change the [[#Name|full name]] of the indicator by changing the text in the &amp;quot;Name&amp;quot; field as desired.|Change the [[#Short name|short name]] of the indicator by changing the text in the &amp;quot;Short name&amp;quot; field as desired.|Change the [[#Color|color]] used to display the indicator by holding down the left mouse button over the &amp;quot;color&amp;quot; square.|When dealing with a stakeholder-specific indicator, change the [[#Stakeholder|stakeholder]] of the indicator by selecting a different stakeholder from the dropdown menu.|Change the [[#Description|description]] by changing the text in the &amp;quot;Description&amp;quot; field.|Change the [[#Target|target]] of the indicator by altering the values in the &amp;quot;Target&amp;quot; column of the &amp;quot;Target for current level&amp;quot; table.|If not already so, make sure the &amp;quot;[[#Active|Active]]&amp;quot; check box is checked.}}&lt;br /&gt;
&lt;br /&gt;
====Name====&lt;br /&gt;
[[File:Indicators_overview_-_name.jpg|frame|right|The field for the &amp;quot;name&amp;quot;.]]&lt;br /&gt;
: &#039;&#039;The full name of indicator. This is the name that will appear as the title of the indicator in game. You can change this by altering the text in the &amp;quot;Name&amp;quot; field.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Short name====&lt;br /&gt;
[[File:Indicators_overview_-_short_name.jpg|frame|right|The field for the &amp;quot;short name&amp;quot;.]]&lt;br /&gt;
: &#039;&#039;The short name of indicator. This will appear in areas where multiple indicators are summed up. You can change this by altering the text in the &amp;quot;Short name&amp;quot; field.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Color====&lt;br /&gt;
[[File:Indicators_overview_-_color.jpg|frame|right|The &amp;quot;color&amp;quot; square.]]&lt;br /&gt;
: &#039;&#039;The color of the indicator. The color will be used to display the indicator in graphs and charts. You can change this by holding down the left mouse button over the &amp;quot;color&amp;quot; square. A context menu will appear for color selection.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stakeholder====&lt;br /&gt;
[[File:Indicators_overview_-_stakeholder.jpg|frame|right|The dropdown menu for the stakeholder.]]&lt;br /&gt;
: &#039;&#039;The stakeholder of the indicator. Stakeholder-specific indicators have a connection with a single stakeholder. When editing a stakeholder-specific indicator, you can change this by selecting a different stakeholder from the dropdown menu.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
[[File:Indicators_overview_-_description.jpg|frame|right|The text area for the &amp;quot;description&amp;quot;.]]&lt;br /&gt;
: &#039;&#039;The description of the indicator. Most indicators have a default description, but by customizing this text it is possible to guide the players towards specific actions, provide hints or refer to other sources of information. You can change this by altering the text in the &amp;quot;Description&amp;quot; area.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Target====&lt;br /&gt;
[[File:Indicators_overview_-_targets.jpg|frame|right|The &amp;quot;targets&amp;quot; table. note the scroll bar]]&lt;br /&gt;
: &#039;&#039;The goal to reach for this indicator. This is the most important property, because by setting the target, you are directly instructing the stakeholder what they should strive for in the game. Depending on the selected indicator type, one or more values can be entered for targets. For example: for a budget indicator, you only need to set the amount of money the stakeholder should have remaining. For the building indicator, you can enter a separate target for each type of building. You can change the targets of an indicator in the &amp;quot;Target for current level&amp;quot; table. In the &amp;quot;Description&amp;quot; column, you can see the description of which row represents which aspect of the target of an indicator. You can enter a numeric target value in the &amp;quot;Target&amp;quot; column. This value must lie within the range indicated by the &amp;quot;Minimum&amp;quot; and &amp;quot;Maximum&amp;quot; columns.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
[[File:Indicators_overview_-_active.jpg|frame|right|The &amp;quot;active&amp;quot; checkbox.]]&lt;br /&gt;
: &#039;&#039;Whether the indicator is active. Inactive indicators remain connected to stakeholders, but are unseen and have no effect in the game. You will most likely want this checkbox checked. Toggle between the indicator being active and inactive by clicking the check box.&#039;&#039;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Changing the effect of actions on indicators===&lt;br /&gt;
It is possible to adjust the effects actions have on indicators. For more information on this, please see [[functions]].&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Zone&amp;diff=3845</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Zone&amp;diff=3845"/>
		<updated>2014-09-30T11:44:45Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Draw Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zoning1.jpg|right|200px]]&lt;br /&gt;
{{learned|what zoning is in urban planning|how the concept of zoning relates to the Tygron Engine|how to add or remove zones from the 3D world|how to edit zoning already implemented in the 3D world}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What is Zoning?==&lt;br /&gt;
: Zoning is a technique of land-use planning as a tool of urban planning used by local governments in most developed countries. The word is derived from the practice of designating mapped zones which regulate the use, form, design and compatibility of development. Legally, a zoning plan is usually enacted as a bye-law.&lt;br /&gt;
&lt;br /&gt;
: There are a great variety of zoning types, some of which focus on regulating building form and the relation of [[constructions]] to the street with mixed-uses, known as form-based, and others with separating land uses, known as use-based.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:zoning2.jpg|left|thumb|On the Zoning Scheme of the General Spatial Plan for the City of Skopje, different urban zoning is represented by different colors.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zoning in relation to the Tygron Engine==&lt;br /&gt;
&lt;br /&gt;
: In the Tygron Engine, zoning is an important element that can be used to guide the decision making process of the [[stakeholders]]. The stakeholder municipality has the responsibility to ensure the zoning plan is adhered to; each time a construction is planned by any of the stakeholders, the municipality has to verify if the plan complies with the zoning plan, prior to approval of the planned construction. To facilitate negotiations and bottom up participation, the municipality also has the power to change zoning plans. With this power, the municipality can offer other stakeholders approval for permits as trade off for complying with non zoning related objectives, such as less urban heat stress or more water storage in an area.&lt;br /&gt;
[[File:zoning14.jpg|thumb|left|200px|Zoning implemented in the Tygron Engine ([[Bedrijventerrein]])]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to add and remove zones in the 3D world==&lt;br /&gt;
&lt;br /&gt;
: When a game&#039;s [[3D World]] is just created in the Tygron Engine&#039;s [[editor]], the whole selected game area is assigned as one default zone. When this game area is relatively small, this could work, however, it may be desired to divide the whole, or part of the game area up into multiple smaller zones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to add zones to the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To add new zones to the 3D world, open the Zoning panel in the editor. By right-clicking with the mouse on the field &amp;quot;Zones&amp;quot;, on the left side of the Zoning panel, a context menu appears with the option &amp;quot;Add&amp;quot;. Selecting this option creates a new entry in the &amp;quot;Zones&amp;quot; field, called &amp;quot;A New Item&amp;quot;. Please note that this is still an &amp;quot;empty&amp;quot; zone, since no actual area is assigned yet. [[#How to change the implemented zoning|(See below:How to change the implemented zoning)]]&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add zones to the 3D world|Open the Zoning panel|Right-click with mouse on the &amp;quot;Zones&amp;quot; field|Select &amp;quot;Add&amp;quot; from the context menu|A new (empty) zone is created in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning4.jpg|Adding a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to remove zones from the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To remove a zone from the list, right-click on the zone that needs to be removed, and select &amp;quot;Delete&amp;quot; from the context menu. An extra message will appear for confirmation, to ensure nothing is deleted by accident.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove zones from the 3D world|Open the Zoning panel|Right-click with mouse on the zone to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal of the zone on the Confirmation Message}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning5.jpg|Deleting a zone&lt;br /&gt;
Image:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to change the implemented zoning==&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning3.jpg|Zoning Panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Editing a zone occurs on the Zoning panel. Here the following attributes can be changed to a zone:&lt;br /&gt;
&lt;br /&gt;
====Zone Name====&lt;br /&gt;
: &#039;&#039;The Zone name field is where the name of a zone can be changed. The &amp;quot;Name&amp;quot; of a zone is reflected in game on the zoning [[overlay]]. By entering a new name in the &amp;quot;Name&amp;quot; field, the zone can be given a more identifying name.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning7.jpg|Naming a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Zone ID Color====&lt;br /&gt;
:&#039;&#039;The ID Color panel allows the Zone color to be editied. The Zone ID Color is reflected in the game on the zoning [[overlay]]. The Zone ID Color is used for assigning different colours to different zones, to help players to distinguish the defined zones. By pressing the right-mouse button above the &amp;quot;ID color&amp;quot; field, a new context menu opens, from where a new identification color for the highlighted zone can be selected. &#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning8.jpg|Assigning an ID color to a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Draw Area====&lt;br /&gt;
:&#039;&#039;The Draw Area is used to assign an area in the 3D World to a specific zone. The assigned area is reflected in the selected Zone ID color game on the zoning [[overlay]]. To assign an area in the 3D world to a zone, select the &amp;quot;Draw Area&amp;quot; button. This will open the [[brush|brush panel]] to assign an area to the selected zone.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Please note that it is also possible to overdraw a previously assigned zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning9a.jpg|Draw Area button&lt;br /&gt;
File:zoning9.jpg|Drawing the zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
:&#039;&#039;The Description field is for describing the selected zone. Here a short text describing the zone can be entered. This field is currently still work in progress; for now this text can be used as reference when editing the zoning. In the near future this text is also to show up in game.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning10.jpg|Description Field&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Maximum amount of floors allowed in this zone====&lt;br /&gt;
: &#039;&#039;This field allows the maximum amount of floors to be set for the zone. This is commonly used to influence the skyline, population density and other urban planning issues. In a densely populated big city, having higher buildings helps creating living and working spaces for the inhabitants. In rural areas or outskirts, preservation of a more natural skyline might be desired.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning11.jpg|Setting the allowed amount of floors&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Allowed zoning function types====&lt;br /&gt;
=====Adding allowed types=====&lt;br /&gt;
: &#039;&#039;Adding an allowed function to a zone enables players to plan a construction type of this function inside the zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;The bottom field on the Zoning panel is used to assign allowed functions to the selected zone. Zones can be assigned different functions, usually complementary to eachother; for example housing and shops, but not industry, in the same zone. To add an allowed function to a zone, right click on the field and select &amp;quot;Add&amp;quot; from the context menu. A new panel appears with categories available for selection. After confirmation of the selection, the category will show up in the list of allowed function/ construction types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add allowed function types to a zone|Open the Zoning Panel|Right-click on the bottom field|Select &amp;quot;Add&amp;quot; from the context menu|Select the desired function/ construction type from the newly opened panel|Confirm the selection?Notice the newly added item appears in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning12a.jpg|Adding a zoning category&lt;br /&gt;
File:zoning12b.jpg|Selecting a zoning category&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Removing allowed types=====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;To delete an assigned category, highlight it and right-click. Now select the option &amp;quot;Delete&amp;quot; from the context menu. Of course an extra confirmation panel will appear again, to avoid accidental deletion of categories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove allowed function types from a zone|Open the Zoning Panel|Right-click on the item on the bottom field to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal on the next Confirmation Message|Notice the entry on the list has been removed}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning13.jpg|Deleting a zoning category&lt;br /&gt;
File:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Zone&amp;diff=3844</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Zone&amp;diff=3844"/>
		<updated>2014-09-30T11:43:55Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Zone ID Color */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zoning1.jpg|right|200px]]&lt;br /&gt;
{{learned|what zoning is in urban planning|how the concept of zoning relates to the Tygron Engine|how to add or remove zones from the 3D world|how to edit zoning already implemented in the 3D world}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What is Zoning?==&lt;br /&gt;
: Zoning is a technique of land-use planning as a tool of urban planning used by local governments in most developed countries. The word is derived from the practice of designating mapped zones which regulate the use, form, design and compatibility of development. Legally, a zoning plan is usually enacted as a bye-law.&lt;br /&gt;
&lt;br /&gt;
: There are a great variety of zoning types, some of which focus on regulating building form and the relation of [[constructions]] to the street with mixed-uses, known as form-based, and others with separating land uses, known as use-based.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:zoning2.jpg|left|thumb|On the Zoning Scheme of the General Spatial Plan for the City of Skopje, different urban zoning is represented by different colors.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zoning in relation to the Tygron Engine==&lt;br /&gt;
&lt;br /&gt;
: In the Tygron Engine, zoning is an important element that can be used to guide the decision making process of the [[stakeholders]]. The stakeholder municipality has the responsibility to ensure the zoning plan is adhered to; each time a construction is planned by any of the stakeholders, the municipality has to verify if the plan complies with the zoning plan, prior to approval of the planned construction. To facilitate negotiations and bottom up participation, the municipality also has the power to change zoning plans. With this power, the municipality can offer other stakeholders approval for permits as trade off for complying with non zoning related objectives, such as less urban heat stress or more water storage in an area.&lt;br /&gt;
[[File:zoning14.jpg|thumb|left|200px|Zoning implemented in the Tygron Engine ([[Bedrijventerrein]])]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to add and remove zones in the 3D world==&lt;br /&gt;
&lt;br /&gt;
: When a game&#039;s [[3D World]] is just created in the Tygron Engine&#039;s [[editor]], the whole selected game area is assigned as one default zone. When this game area is relatively small, this could work, however, it may be desired to divide the whole, or part of the game area up into multiple smaller zones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to add zones to the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To add new zones to the 3D world, open the Zoning panel in the editor. By right-clicking with the mouse on the field &amp;quot;Zones&amp;quot;, on the left side of the Zoning panel, a context menu appears with the option &amp;quot;Add&amp;quot;. Selecting this option creates a new entry in the &amp;quot;Zones&amp;quot; field, called &amp;quot;A New Item&amp;quot;. Please note that this is still an &amp;quot;empty&amp;quot; zone, since no actual area is assigned yet. [[#How to change the implemented zoning|(See below:How to change the implemented zoning)]]&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add zones to the 3D world|Open the Zoning panel|Right-click with mouse on the &amp;quot;Zones&amp;quot; field|Select &amp;quot;Add&amp;quot; from the context menu|A new (empty) zone is created in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning4.jpg|Adding a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to remove zones from the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To remove a zone from the list, right-click on the zone that needs to be removed, and select &amp;quot;Delete&amp;quot; from the context menu. An extra message will appear for confirmation, to ensure nothing is deleted by accident.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove zones from the 3D world|Open the Zoning panel|Right-click with mouse on the zone to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal of the zone on the Confirmation Message}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning5.jpg|Deleting a zone&lt;br /&gt;
Image:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to change the implemented zoning==&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning3.jpg|Zoning Panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Editing a zone occurs on the Zoning panel. Here the following attributes can be changed to a zone:&lt;br /&gt;
&lt;br /&gt;
====Zone Name====&lt;br /&gt;
: &#039;&#039;The Zone name field is where the name of a zone can be changed. The &amp;quot;Name&amp;quot; of a zone is reflected in game on the zoning [[overlay]]. By entering a new name in the &amp;quot;Name&amp;quot; field, the zone can be given a more identifying name.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning7.jpg|Naming a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Zone ID Color====&lt;br /&gt;
:&#039;&#039;The ID Color panel allows the Zone color to be editied. The Zone ID Color is reflected in the game on the zoning [[overlay]]. The Zone ID Color is used for assigning different colours to different zones, to help players to distinguish the defined zones. By pressing the right-mouse button above the &amp;quot;ID color&amp;quot; field, a new context menu opens, from where a new identification color for the highlighted zone can be selected. &#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning8.jpg|Assigning an ID color to a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Draw Area====&lt;br /&gt;
:&#039;&#039;The Draw Area is used to assign an area in the 3D World to a specific zone. The assigned Area is reflected in the selected Zone ID color game on the zoning [[overlay]]. To assign an area in the 3D world to a zone, select the &amp;quot;Draw Area&amp;quot; button. This will open the [[brush|brush panel]] to assign an area to the selected zone.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Please note that it is also possible to overdraw a previously assigned zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning9a.jpg|Draw Area button&lt;br /&gt;
File:zoning9.jpg|Drawing the zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
:&#039;&#039;The Description field is for describing the selected zone. Here a short text describing the zone can be entered. This field is currently still work in progress; for now this text can be used as reference when editing the zoning. In the near future this text is also to show up in game.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning10.jpg|Description Field&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Maximum amount of floors allowed in this zone====&lt;br /&gt;
: &#039;&#039;This field allows the maximum amount of floors to be set for the zone. This is commonly used to influence the skyline, population density and other urban planning issues. In a densely populated big city, having higher buildings helps creating living and working spaces for the inhabitants. In rural areas or outskirts, preservation of a more natural skyline might be desired.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning11.jpg|Setting the allowed amount of floors&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Allowed zoning function types====&lt;br /&gt;
=====Adding allowed types=====&lt;br /&gt;
: &#039;&#039;Adding an allowed function to a zone enables players to plan a construction type of this function inside the zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;The bottom field on the Zoning panel is used to assign allowed functions to the selected zone. Zones can be assigned different functions, usually complementary to eachother; for example housing and shops, but not industry, in the same zone. To add an allowed function to a zone, right click on the field and select &amp;quot;Add&amp;quot; from the context menu. A new panel appears with categories available for selection. After confirmation of the selection, the category will show up in the list of allowed function/ construction types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add allowed function types to a zone|Open the Zoning Panel|Right-click on the bottom field|Select &amp;quot;Add&amp;quot; from the context menu|Select the desired function/ construction type from the newly opened panel|Confirm the selection?Notice the newly added item appears in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning12a.jpg|Adding a zoning category&lt;br /&gt;
File:zoning12b.jpg|Selecting a zoning category&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Removing allowed types=====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;To delete an assigned category, highlight it and right-click. Now select the option &amp;quot;Delete&amp;quot; from the context menu. Of course an extra confirmation panel will appear again, to avoid accidental deletion of categories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove allowed function types from a zone|Open the Zoning Panel|Right-click on the item on the bottom field to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal on the next Confirmation Message|Notice the entry on the list has been removed}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning13.jpg|Deleting a zoning category&lt;br /&gt;
File:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Zone&amp;diff=3843</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Zone&amp;diff=3843"/>
		<updated>2014-09-30T11:40:25Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* Zone ID Color */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zoning1.jpg|right|200px]]&lt;br /&gt;
{{learned|what zoning is in urban planning|how the concept of zoning relates to the Tygron Engine|how to add or remove zones from the 3D world|how to edit zoning already implemented in the 3D world}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What is Zoning?==&lt;br /&gt;
: Zoning is a technique of land-use planning as a tool of urban planning used by local governments in most developed countries. The word is derived from the practice of designating mapped zones which regulate the use, form, design and compatibility of development. Legally, a zoning plan is usually enacted as a bye-law.&lt;br /&gt;
&lt;br /&gt;
: There are a great variety of zoning types, some of which focus on regulating building form and the relation of [[constructions]] to the street with mixed-uses, known as form-based, and others with separating land uses, known as use-based.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:zoning2.jpg|left|thumb|On the Zoning Scheme of the General Spatial Plan for the City of Skopje, different urban zoning is represented by different colors.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zoning in relation to the Tygron Engine==&lt;br /&gt;
&lt;br /&gt;
: In the Tygron Engine, zoning is an important element that can be used to guide the decision making process of the [[stakeholders]]. The stakeholder municipality has the responsibility to ensure the zoning plan is adhered to; each time a construction is planned by any of the stakeholders, the municipality has to verify if the plan complies with the zoning plan, prior to approval of the planned construction. To facilitate negotiations and bottom up participation, the municipality also has the power to change zoning plans. With this power, the municipality can offer other stakeholders approval for permits as trade off for complying with non zoning related objectives, such as less urban heat stress or more water storage in an area.&lt;br /&gt;
[[File:zoning14.jpg|thumb|left|200px|Zoning implemented in the Tygron Engine ([[Bedrijventerrein]])]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to add and remove zones in the 3D world==&lt;br /&gt;
&lt;br /&gt;
: When a game&#039;s [[3D World]] is just created in the Tygron Engine&#039;s [[editor]], the whole selected game area is assigned as one default zone. When this game area is relatively small, this could work, however, it may be desired to divide the whole, or part of the game area up into multiple smaller zones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to add zones to the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To add new zones to the 3D world, open the Zoning panel in the editor. By right-clicking with the mouse on the field &amp;quot;Zones&amp;quot;, on the left side of the Zoning panel, a context menu appears with the option &amp;quot;Add&amp;quot;. Selecting this option creates a new entry in the &amp;quot;Zones&amp;quot; field, called &amp;quot;A New Item&amp;quot;. Please note that this is still an &amp;quot;empty&amp;quot; zone, since no actual area is assigned yet. [[#How to change the implemented zoning|(See below:How to change the implemented zoning)]]&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add zones to the 3D world|Open the Zoning panel|Right-click with mouse on the &amp;quot;Zones&amp;quot; field|Select &amp;quot;Add&amp;quot; from the context menu|A new (empty) zone is created in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning4.jpg|Adding a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to remove zones from the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To remove a zone from the list, right-click on the zone that needs to be removed, and select &amp;quot;Delete&amp;quot; from the context menu. An extra message will appear for confirmation, to ensure nothing is deleted by accident.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove zones from the 3D world|Open the Zoning panel|Right-click with mouse on the zone to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal of the zone on the Confirmation Message}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning5.jpg|Deleting a zone&lt;br /&gt;
Image:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to change the implemented zoning==&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning3.jpg|Zoning Panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Editing a zone occurs on the Zoning panel. Here the following attributes can be changed to a zone:&lt;br /&gt;
&lt;br /&gt;
====Zone Name====&lt;br /&gt;
: &#039;&#039;The Zone name field is where the name of a zone can be changed. The &amp;quot;Name&amp;quot; of a zone is reflected in game on the zoning [[overlay]]. By entering a new name in the &amp;quot;Name&amp;quot; field, the zone can be given a more identifying name.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning7.jpg|Naming a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Zone ID Color====&lt;br /&gt;
:&#039;&#039;The ID Color panel allows the Zone color to be editied. The Zone ID Color is reflected in the game on the zoning [[overlay]]. The Zone ID Color is used for assigning different colours to different zones, to help players to distinguish the defined zones. By right-clicking and holding the &amp;quot;ID color&amp;quot; field, a new context menu opens, from where a new identification color for the highlighted zone can be selected. &#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning8.jpg|Assigning an ID color to a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Draw Area====&lt;br /&gt;
:&#039;&#039;The Draw Area is used to assign an area in the 3D World to a specific zone. The assigned Area is reflected in the selected Zone ID color game on the zoning [[overlay]]. To assign an area in the 3D world to a zone, select the &amp;quot;Draw Area&amp;quot; button. This will open the [[brush|brush panel]] to assign an area to the selected zone.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Please note that it is also possible to overdraw a previously assigned zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning9a.jpg|Draw Area button&lt;br /&gt;
File:zoning9.jpg|Drawing the zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
:&#039;&#039;The Description field is for describing the selected zone. Here a short text describing the zone can be entered. This field is currently still work in progress; for now this text can be used as reference when editing the zoning. In the near future this text is also to show up in game.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning10.jpg|Description Field&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Maximum amount of floors allowed in this zone====&lt;br /&gt;
: &#039;&#039;This field allows the maximum amount of floors to be set for the zone. This is commonly used to influence the skyline, population density and other urban planning issues. In a densely populated big city, having higher buildings helps creating living and working spaces for the inhabitants. In rural areas or outskirts, preservation of a more natural skyline might be desired.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning11.jpg|Setting the allowed amount of floors&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Allowed zoning function types====&lt;br /&gt;
=====Adding allowed types=====&lt;br /&gt;
: &#039;&#039;Adding an allowed function to a zone enables players to plan a construction type of this function inside the zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;The bottom field on the Zoning panel is used to assign allowed functions to the selected zone. Zones can be assigned different functions, usually complementary to eachother; for example housing and shops, but not industry, in the same zone. To add an allowed function to a zone, right click on the field and select &amp;quot;Add&amp;quot; from the context menu. A new panel appears with categories available for selection. After confirmation of the selection, the category will show up in the list of allowed function/ construction types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add allowed function types to a zone|Open the Zoning Panel|Right-click on the bottom field|Select &amp;quot;Add&amp;quot; from the context menu|Select the desired function/ construction type from the newly opened panel|Confirm the selection?Notice the newly added item appears in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning12a.jpg|Adding a zoning category&lt;br /&gt;
File:zoning12b.jpg|Selecting a zoning category&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Removing allowed types=====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;To delete an assigned category, highlight it and right-click. Now select the option &amp;quot;Delete&amp;quot; from the context menu. Of course an extra confirmation panel will appear again, to avoid accidental deletion of categories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove allowed function types from a zone|Open the Zoning Panel|Right-click on the item on the bottom field to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal on the next Confirmation Message|Notice the entry on the list has been removed}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning13.jpg|Deleting a zoning category&lt;br /&gt;
File:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Zone&amp;diff=3841</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Zone&amp;diff=3841"/>
		<updated>2014-09-30T11:35:09Z</updated>

		<summary type="html">&lt;p&gt;Frank: /* How to add zones to the 3D world */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zoning1.jpg|right|200px]]&lt;br /&gt;
{{learned|what zoning is in urban planning|how the concept of zoning relates to the Tygron Engine|how to add or remove zones from the 3D world|how to edit zoning already implemented in the 3D world}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What is Zoning?==&lt;br /&gt;
: Zoning is a technique of land-use planning as a tool of urban planning used by local governments in most developed countries. The word is derived from the practice of designating mapped zones which regulate the use, form, design and compatibility of development. Legally, a zoning plan is usually enacted as a bye-law.&lt;br /&gt;
&lt;br /&gt;
: There are a great variety of zoning types, some of which focus on regulating building form and the relation of [[constructions]] to the street with mixed-uses, known as form-based, and others with separating land uses, known as use-based.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:zoning2.jpg|left|thumb|On the Zoning Scheme of the General Spatial Plan for the City of Skopje, different urban zoning is represented by different colors.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zoning in relation to the Tygron Engine==&lt;br /&gt;
&lt;br /&gt;
: In the Tygron Engine, zoning is an important element that can be used to guide the decision making process of the [[stakeholders]]. The stakeholder municipality has the responsibility to ensure the zoning plan is adhered to; each time a construction is planned by any of the stakeholders, the municipality has to verify if the plan complies with the zoning plan, prior to approval of the planned construction. To facilitate negotiations and bottom up participation, the municipality also has the power to change zoning plans. With this power, the municipality can offer other stakeholders approval for permits as trade off for complying with non zoning related objectives, such as less urban heat stress or more water storage in an area.&lt;br /&gt;
[[File:zoning14.jpg|thumb|left|200px|Zoning implemented in the Tygron Engine ([[Bedrijventerrein]])]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to add and remove zones in the 3D world==&lt;br /&gt;
&lt;br /&gt;
: When a game&#039;s [[3D World]] is just created in the Tygron Engine&#039;s [[editor]], the whole selected game area is assigned as one default zone. When this game area is relatively small, this could work, however, it may be desired to divide the whole, or part of the game area up into multiple smaller zones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to add zones to the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To add new zones to the 3D world, open the Zoning panel in the editor. By right-clicking with the mouse on the field &amp;quot;Zones&amp;quot;, on the left side of the Zoning panel, a context menu appears with the option &amp;quot;Add&amp;quot;. Selecting this option creates a new entry in the &amp;quot;Zones&amp;quot; field, called &amp;quot;A New Item&amp;quot;. Please note that this is still an &amp;quot;empty&amp;quot; zone, since no actual area is assigned yet. [[#How to change the implemented zoning|(See below:How to change the implemented zoning)]]&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add zones to the 3D world|Open the Zoning panel|Right-click with mouse on the &amp;quot;Zones&amp;quot; field|Select &amp;quot;Add&amp;quot; from the context menu|A new (empty) zone is created in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning4.jpg|Adding a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to remove zones from the 3D world===&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
: To remove a zone from the list, right-click on the zone that needs to be removed, and select &amp;quot;Delete&amp;quot; from the context menu. An extra message will appear for confirmation, to ensure nothing is deleted by accident.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove zones from the 3D world|Open the Zoning panel|Right-click with mouse on the zone to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal of the zone on the Confirmation Message}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Image:zoning3.jpg|Zoning Panel&lt;br /&gt;
Image:zoning5.jpg|Deleting a zone&lt;br /&gt;
Image:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to change the implemented zoning==&lt;br /&gt;
{{Editor location|||3D World|Zoning}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning3.jpg|Zoning Panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Editing a zone occurs on the Zoning panel. Here the following attributes can be changed to a zone:&lt;br /&gt;
&lt;br /&gt;
====Zone Name====&lt;br /&gt;
: &#039;&#039;The Zone name field is where the name of a zone can be changed. The &amp;quot;Name&amp;quot; of a zone is reflected in game on the zoning [[overlay]]. By entering a new name in the &amp;quot;Name&amp;quot; field, the zone can be given a more identifying name.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning7.jpg|Naming a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Zone ID Color====&lt;br /&gt;
:&#039;&#039;The ID Color panel allows the Zone color to be editied. The Zone ID Color is reflected in the game on the zoning [[overlay]]. The Zone ID Color is used for assigning different colours to different zones, to enable players to distinguish different zones. By right-clicking and holding the &amp;quot;ID color&amp;quot; field, a new context menu opens, from where a new identification color for the highlighted zone can be selected. &#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning8.jpg|Assigning an ID color to a zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Draw Area====&lt;br /&gt;
:&#039;&#039;The Draw Area is used to assign an area in the 3D World to a specific zone. The assigned Area is reflected in the selected Zone ID color game on the zoning [[overlay]]. To assign an area in the 3D world to a zone, select the &amp;quot;Draw Area&amp;quot; button. This will open the [[brush|brush panel]] to assign an area to the selected zone.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Please note that it is also possible to overdraw a previously assigned zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning9a.jpg|Draw Area button&lt;br /&gt;
File:zoning9.jpg|Drawing the zone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
:&#039;&#039;The Description field is for describing the selected zone. Here a short text describing the zone can be entered. This field is currently still work in progress; for now this text can be used as reference when editing the zoning. In the near future this text is also to show up in game.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning10.jpg|Description Field&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Maximum amount of floors allowed in this zone====&lt;br /&gt;
: &#039;&#039;This field allows the maximum amount of floors to be set for the zone. This is commonly used to influence the skyline, population density and other urban planning issues. In a densely populated big city, having higher buildings helps creating living and working spaces for the inhabitants. In rural areas or outskirts, preservation of a more natural skyline might be desired.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning11.jpg|Setting the allowed amount of floors&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Allowed zoning function types====&lt;br /&gt;
=====Adding allowed types=====&lt;br /&gt;
: &#039;&#039;Adding an allowed function to a zone enables players to plan a construction type of this function inside the zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;The bottom field on the Zoning panel is used to assign allowed functions to the selected zone. Zones can be assigned different functions, usually complementary to eachother; for example housing and shops, but not industry, in the same zone. To add an allowed function to a zone, right click on the field and select &amp;quot;Add&amp;quot; from the context menu. A new panel appears with categories available for selection. After confirmation of the selection, the category will show up in the list of allowed function/ construction types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=add allowed function types to a zone|Open the Zoning Panel|Right-click on the bottom field|Select &amp;quot;Add&amp;quot; from the context menu|Select the desired function/ construction type from the newly opened panel|Confirm the selection?Notice the newly added item appears in the list}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning12a.jpg|Adding a zoning category&lt;br /&gt;
File:zoning12b.jpg|Selecting a zoning category&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Removing allowed types=====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;To delete an assigned category, highlight it and right-click. Now select the option &amp;quot;Delete&amp;quot; from the context menu. Of course an extra confirmation panel will appear again, to avoid accidental deletion of categories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Editor steps|title=remove allowed function types from a zone|Open the Zoning Panel|Right-click on the item on the bottom field to be removed|Select &amp;quot;Delete&amp;quot; from the context menu|Confirm the removal on the next Confirmation Message|Notice the entry on the list has been removed}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:zoning13.jpg|Deleting a zoning category&lt;br /&gt;
File:zoning6.jpg|Confirmation message&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1203</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1203"/>
		<updated>2014-08-20T13:25:24Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron engine. &lt;br /&gt;
Currently we are working on two major projects:&lt;br /&gt;
*[[TygronEngine]]: Updating and maintaining the current TygronEngine. This includes fixing inconsistencies, bugs, missing functionality and textual errors. Furthermore, requested models and constructions will be added. Generally these updates are packaged and released periodically, often at the end of a 1 or 2 month period. Exception to this case are hotfixes, which will be released as soon as possible. We refer to roadmap of the TygronEngine for our currently planned update-releases.&lt;br /&gt;
*[[VectorMap]]: The 3D representation of constructions and the environment will be made more realistical and reckognizable. This representation will eventually replace the 3D representation of the squared TileMap.&lt;br /&gt;
&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;br /&gt;
&lt;br /&gt;
[[File:Combined_Roadmap.png]]&lt;br /&gt;
&lt;br /&gt;
The in-detail roadmap for the vectormap project is:&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap-Project_Phase_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The projects are deployed on seperate servers. The TygronEngine is deployed on the general location: [www.tygronengine.com]&lt;br /&gt;
The Vectormap project will initially be deployed on a seperate location. Since the vectormap project is currently under full production, it is not yet made accessible. Partners will be informed of this location when the exclusive sneak-peak will take place. Vissualy, the servers and their lifelines will be like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap_Server.png]]&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1172</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1172"/>
		<updated>2014-08-20T12:31:45Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tygron develops new technology for the Tygron engine. &lt;br /&gt;
Currently we are working on two major projects:&lt;br /&gt;
*[[TygronEngine]]: Updating and maintaining the current TygronEngine. This includes fixing inconsistencies, bugs, missing functionality and textual errors. Furthermore, requested models and constructions will be added. Generally these updates are packaged and released periodically, often at the end of a 1 or 2 month period. Exception to this case are hotfixes, which will be released as soon as possible. We refer to roadmap of the TygronEngine for our currently planned update-releases.&lt;br /&gt;
*[[VectorMap]]: The 3D representation of constructions and the environment will be made more realistical and reckognizable. This representation will eventually replace the 3D representation of the TileMap.&lt;br /&gt;
&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap-Project_Phase_1.png]]&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1156</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1156"/>
		<updated>2014-08-20T11:55:49Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tytech develops new technology for the Tygron engine. &lt;br /&gt;
Currently we are working on a couple of projects:&lt;br /&gt;
*Vectormap&lt;br /&gt;
*Bioconcept&lt;br /&gt;
&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;br /&gt;
&lt;br /&gt;
[[File:Vectormap-Project_Phase_1.png]]&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1147</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1147"/>
		<updated>2014-08-20T11:47:40Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tytech develops new technology for the Tygron engine. &lt;br /&gt;
Currently we are working on a couple of projects:&lt;br /&gt;
*Vectormap&lt;br /&gt;
*Bioconcept&lt;br /&gt;
&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1146</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1146"/>
		<updated>2014-08-20T11:47:23Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tytech develops new technology for the Tygron engine. &lt;br /&gt;
Currently we are working on a couple of projects:&lt;br /&gt;
*Vectormap&lt;br /&gt;
*Bioconcept&lt;br /&gt;
&amp;lt;comment*Heat&amp;lt;/comment&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1145</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1145"/>
		<updated>2014-08-20T11:47:11Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tytech develops new technology for the Tygron engine. &lt;br /&gt;
Currently we are working on a couple of projects:&lt;br /&gt;
*Vectormap&lt;br /&gt;
*Bioconcept&lt;br /&gt;
//*Heat&lt;br /&gt;
&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1144</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=Roadmap&amp;diff=1144"/>
		<updated>2014-08-20T11:47:00Z</updated>

		<summary type="html">&lt;p&gt;Frank: Created page with &amp;quot;The R&amp;amp;D department of Tytech develops new technology for the Tygron engine.  Currently we are working on a couple of projects: *Vectormap *Bioconcept *Heat  The roadmap of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The R&amp;amp;D department of Tytech develops new technology for the Tygron engine. &lt;br /&gt;
Currently we are working on a couple of projects:&lt;br /&gt;
*Vectormap&lt;br /&gt;
*Bioconcept&lt;br /&gt;
*Heat&lt;br /&gt;
&lt;br /&gt;
The roadmap of the projects we are currently working on is provided below.&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1143</id>
		<title>User:Frank</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1143"/>
		<updated>2014-08-20T11:33:49Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frank Baars &amp;lt;br/&amp;gt;&lt;br /&gt;
Software Developer at Tygron&lt;br /&gt;
&lt;br /&gt;
Contact me at: &amp;lt;br/&amp;gt;&lt;br /&gt;
E: frank@tygron.com &amp;lt;br/&amp;gt;&lt;br /&gt;
T: +31 (0) 15 711 27 38&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1142</id>
		<title>User:Frank</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1142"/>
		<updated>2014-08-20T11:32:11Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frank Baars &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Software Developer at Tygron&lt;br /&gt;
&lt;br /&gt;
Contact me at:&lt;br /&gt;
&lt;br /&gt;
E: frank@tygron.com&lt;br /&gt;
&lt;br /&gt;
T: +31 (0) 15 711 27 38&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1141</id>
		<title>User:Frank</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1141"/>
		<updated>2014-08-20T11:31:55Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frank Baars &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Software Developer at Tygron&lt;br /&gt;
&lt;br /&gt;
Contact me at:&lt;br /&gt;
&lt;br /&gt;
E: frank@tygron.com&lt;br /&gt;
&lt;br /&gt;
T: +31 (0) 15 711 27 38&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1140</id>
		<title>User:Frank</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1140"/>
		<updated>2014-08-20T11:29:23Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frank Baars &lt;br /&gt;
Software Developer at Tygron&lt;br /&gt;
&lt;br /&gt;
Contact me at:&lt;br /&gt;
E: frank@tygron.com&lt;br /&gt;
T: +31 (0) 15 711 27 38&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1139</id>
		<title>User:Frank</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1139"/>
		<updated>2014-08-20T11:28:41Z</updated>

		<summary type="html">&lt;p&gt;Frank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frank Baars&lt;br /&gt;
&lt;br /&gt;
Software Developer at Tygron&lt;br /&gt;
&lt;br /&gt;
Contact me at:&lt;br /&gt;
E: frank@tygron.com&lt;br /&gt;
T: +31 (0) 15 711 27 38&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
	<entry>
		<id>https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1138</id>
		<title>User:Frank</title>
		<link rel="alternate" type="text/html" href="https://support.tygron.com/w/index.php?title=User:Frank&amp;diff=1138"/>
		<updated>2014-08-20T11:28:24Z</updated>

		<summary type="html">&lt;p&gt;Frank: Created page with &amp;quot;Frank Baars Software Developer at Tygron  Contact me at: E: frank@tygron.com T: +31 (0) 15 711 27 38&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frank Baars&lt;br /&gt;
Software Developer at Tygron&lt;br /&gt;
&lt;br /&gt;
Contact me at:&lt;br /&gt;
E: frank@tygron.com&lt;br /&gt;
T: +31 (0) 15 711 27 38&lt;/div&gt;</summary>
		<author><name>Frank</name></author>
	</entry>
</feed>