Housing (Indicator): Difference between revisions

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m (Hansje moved page Building (Indicator) to Housing (Indicator): name change in Tygron Editor)
(update from building to housing (naming change in editor))
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After reading this page
After reading this page


* You've learned what the building indicator is
* You've learned what the housing indicator is
* You've learned how the building indicator functions
* You've learned how the housing indicator functions
* You've learned how to set the target for the building indicator
* You've learned how to set the target for the housing indicator
* You've learned what properties the building indicator has
* You've learned what properties the housing indicator has


==Building==
==Housing==
Building refers to the amount of a certain type of [[constructions|construction]] realized. Specifically, it counts buildings based on the category of their [[functions|function]].
Housing refers to the amount of a certain type of [[constructions|construction]] realized. Specifically, it counts constructions based on the category of their [[functions|function]].


==How is the building indicator implemented in the Tygron Engine?==
==How is the housing indicator implemented in the Tygron Engine?==
[[File:indicator_editor_screen_-_building.jpg|framed|right|The editing panel with the building indicator selected.]]
[[File:indicator_editor_screen_-_building.jpg|framed|right|The editing panel with the housing indicator selected.]]
The building [[indicators|indicator]] indicates a target of a [[stakeholders|stakeholder]] to realize specific amounts of a certain type of construction, in excess of the starting situation. For example, when a game starts with 150 houses, and the building indicator has a target for 50 houses, a total of 200 houses must exist in the game for the indicator to score 100%.
The housing [[indicators|indicator]] indicates a target of a [[stakeholders|stakeholder]] to realize specific amounts of a certain type of construction, in excess of the starting situation. For example, when a game starts with 150 houses, and the housing indicator has a target for 50 houses, a total of 200 houses must exist in the game for the indicator to score 100%.


The target for the building indicator should not be exceeded, or the excess will be deducted from the score of the indicator. In the above example, if 50 houses have to be created, but 70 are created, the total score is 50 houses - 20 houses = 30 houses, or 60%.
The target for the housing indicator should not be exceeded, or the excess will be deducted from the score of the indicator. In the above example, if 50 houses have to be created, but 70 are created, the total score is 50 houses - 20 houses = 30 houses, or 60%.


==Indicator targets==
==Indicator targets==
The building indicator has multiple values for a target. Each corresponds to the available [[List of option groups#construction options|Construction Options]].
The housing indicator has multiple values for a target. Each corresponds to the available [[List of option groups#construction options|Construction Options]].


; Amount of houses that need to be built for type. (Separate targets for multiple types)
; Amount of houses that need to be built for type. (Separate targets for multiple types)

Revision as of 15:15, 28 January 2015

After reading this page

  • You've learned what the housing indicator is
  • You've learned how the housing indicator functions
  • You've learned how to set the target for the housing indicator
  • You've learned what properties the housing indicator has

Housing

Housing refers to the amount of a certain type of construction realized. Specifically, it counts constructions based on the category of their function.

How is the housing indicator implemented in the Tygron Engine?

The editing panel with the housing indicator selected.

The housing indicator indicates a target of a stakeholder to realize specific amounts of a certain type of construction, in excess of the starting situation. For example, when a game starts with 150 houses, and the housing indicator has a target for 50 houses, a total of 200 houses must exist in the game for the indicator to score 100%.

The target for the housing indicator should not be exceeded, or the excess will be deducted from the score of the indicator. In the above example, if 50 houses have to be created, but 70 are created, the total score is 50 houses - 20 houses = 30 houses, or 60%.

Indicator targets

The housing indicator has multiple values for a target. Each corresponds to the available Construction Options.

Amount of houses that need to be built for type. (Separate targets for multiple types)
The amount of complete houses that need to be created in addition to the existing housing of that type. Types include affordable housing, market housing, top market housing, senior housing and student housing.
Amount of floorspace that needs to be built for type. (Separate targets for multiple types)
The amount of floorspace in m² that needs to be created in addition to the existing floorspace of that type. Types include offices, roads, nature, education and other types.

Indicator properties

This indicator is a stakeholder-specific indicator. This means the indicator is unique to a specific stakeholder. If multiple stakeholders have this indicator, they each have their own separate version, and their targets may differ.

This indicator is represented with a progress bar, representing a scale of 0 to 100% score.

This indicator functions by tally. The amount added and subtracted results in the current value.

This indicator scores uniformly on the entire game. It is not divided into a separate sub-score per zone.