Extended Cargo System (ECS)

for TTDPatch

Rev 0.3
mb 22.10.05

The aim of ECS is to ensure a maximum amount of compatibility and flexibility for the "newcargoes" and "newindustries" features of TTDPatch. This is achieved by the design of a well-structured scheme of additional cargoes and industries for the different climates of TTD.

While ECS is dealing with the definition and implementation of cargoes, the implementation of appropriate industries for these cargoes will be a matter of individually created "industry sets" (.grf files) which may implement a quite different behaviour in terms of industry production and/or cargo parameterizing (i.e. different cost schemes). Because of this, mentioning of particular "industries" in this text is only to give an example.

ECS is based loosely on common "Industrial Classification Lists" [1] and thus reflects real situations of production and transportation.

What are ECSīs default cargoes and why had they been chosen?

In TTD, cargoes are divided into three different realms: Usually, each of these realms contain different classes and each of these classes may contain several cargo types. All in all, 32 different cargo types are possible in TTDPatch simultaneously. If a more detailed classification is needed, sub-types may be established by applying TTDPatchīs "cargo sub-texts" to ECS classes (e.g. "beer" could be defined as a sub-cargo to "food", "plywood" could be a sub-cargo to "wood products", etc.).

To suit TTD best, all additional cargo types (and hence industries) should be enhancing game style, they should be distinctive (i.e. for a special region or country), visual attractive (noticeable cargo (e.g. open wagons), succinct loading facilities) and it should be possible to link them into a hierarchical structure (no useless parallelism between different cargo types, links to different levels of the cargo vector hierarchy, etc.).

In addition, its structure should allow for replacing single cargo types as well as sets of them incl. their depending industries (cargo vectors) allowing for different scenarios supplied by appropriate .grf files.

1. Special Cargo

This class contains mostly original TTD cargo like passengers, mail and valuables which need transportation by "special" vehicles, e.g. passenger coaches and mail or security vans. The ECS cargo of tourists is a specific enhancement of "passengers".

2. Raw Materials

This class comprises cargo types which are generally produced without delivering anything to their production sites. However, custom implementations of industries could take delivery of certain products (e.g. "fertilizers", "machinery", ...) into account for increased production.

2.1 mined and excavated materials

Coal, iron ore and crude oil are default TTD raw materials.

Sand and limestone are excavated materials which are needed for different types of new industries (e.g. glass works and cement industries). To make things more interesting, excavating sites could be created either in the mountains (for rocky materials) or placed in the low lands (sand, clay, ...).

Potash is an important mined raw material especially in Russia, Canada and Germany and also highly interesting as a TTD cargo: itīs the origin of the fertilizer chain which may establish a feedback loop to farms.

Sulphur is another important raw material for the chemical industry. Rather than introducing yet another excavating industry for it, "sulphur" may be also introduced as a by-product of CO2 removal in power plants.

2.2 agricultural, forestry and fishing products

This sub-class is one of the most important, both in real life and in TTD, because farms characterize TTDīs landscape and the farming products are highly varied and visually attractive.

Because the origins of these products arenīt only farms but also plantations, forests or the sea, there are quite a couple of items in this class.

Cereals may include not only grain crops like in original TTD, but also other edible products like pulses (lentils, grams, soybeans, peas, ...), nuts or roots and tubers, although the most important product may well be the different grain crops. Livestock is a traditional product in TTDīs agriculture. Fruit is another default TTD agricultural product formerly only available in sub-tropical climate. Oil seeds are an important group of farming products representing crops grown for their vegetable oil and used in food processing as well as for industrial purposes (producing chemicals and fuel).

The non-edible types of farming products are represented by wool which is produced by (animal) farms and transported to textile mills, and by fibre crops (cotton, flax, hemp, jute, ...) used by textile mills as well.

Wood is a default TTD product delivered to saw mills.

Fish is a unique resource. "Fishing grounds" are water-based and as such need vessels to transport this cargo in the first place. The already available reefer wagons and trucks would benefit as well from the introduction of this cargo. Fish is delivered to the food processing industry.

2. Manufactured Products

This class contains cargo types produced from one or more raw materials. Usually, theyīre transported to further industrial facilities to be transformed into consumer goods eventually.

Steel and paper are original TTD cargo types.

Glass is a new interesting preliminary product, mainly for the automotive industry (together with steel and dyes) but would also be needed for breweries (food production). Glass works would need sand and potash to produce glass.

Wood products are produced by saw mills. Their products would be used by the "building materials industry" (e.g. building centers in towns would use e.g. sub-class 'timber'), and also by paper mills (e.g. sub-class 'woodchips' and/or 'pulp') or furniture factories (using e.g. sub-class 'plywood').

Dyes is ECSīs example from the large palette of chemical plantsī products. Produced from "refined products", this cargo type is delivered to diverse industries, namely automotive plants and paper mills. Transportation could be by tankers or by box cars (liquid or solid dyes).

Fertilizer is a second product of chemical plants, needed by farms to increase production. Produced from potash and/or sulphur itīll be transported by hoppers (bulk) or box cars (sacked, palletized). In addition, tankers could be used as well.

Refined products are undifferentiated products of refineries (besides their main product of petrol) and are delivered to the chemical industry. These products are mostly petrochemical liquids or gases usually transported by tankers.

3. Consumer Goods

This class is made up from products delivered directly to towns which should have special buildings accepting these cargo types.

Goods is a general cargo type accepted by default in towns. Usually, thereīll be different sub-types of this cargo, made available by cargo sub-texts.

The common denominator of this cargo is its transportation by box vans, including:

Food is produced from various agricultural products like grain, livestock, fruit, but also from oil seeds or fish. Itīs sent to towns in normal or refrigerated box cars and/or reefers. This cargo type also includes beverages like e.g. the sub-type "beer" produced in special (food) factories like e.g. a "brewery".

Vehicles and machinery are yet another important consumer good, produced in "automobile plants" or "machine factories" from steel, glass and dyes.

Petrol is produced by refineries and sent to towns by tankers.

Bricks is a preliminary product for the "building industry" (building centers in towns). Brick works are usually situated in the lowlands using local "clay" as implicit raw material but needing coal to fire their kilns. Bricks may be transported by any open wagons.

Cement is produced from lime stone in cement works. This is another preliminary product for the "building industry". Cement is usually transported by special silo-wagons.

4. Implementation

The easiest way of ECS implementation in TTDPatch is by means of a Cargo Translation Table which essentially consists of a number of cargo labels which, together with cargo slot and ID numbers, are given in the table below.

In this way, the vehicle grf file doesn't need to know or care which cargo slot and cargo bit a certain cargo type uses, it can define its own ID for each cargo that it wishes to support, and thus be independent of both what cargo types are really available in the game and what slots/bits they use.



The following table lists all cargo types for the temperate climate together with their accompanying industries.


ECS Default Cargoes
1. Special cargo
label ID bit cargo type wagons sources preliminary products destinations
PASS 00 00 passengers coaches towns n/a towns
MAIL 02 02 mail box cars, mail cars
TOUR 1F 1F tourists coaches
VALU 0A 0A valuables security cars bank bank
2. Raw materials
2.1. mined and excavated materials
COAL 01 01 coal low side wagons, gondolas, hoppers coal mine n/a power plant, steel mill, brick works
OIL 03 03 crude oil tankers oil well, oil rig refinery, power plant
IORE 08 08 iron ore gondolas, hoppers iron ore mine steel mill
POTA 10 10 potash gondolas, hoppers
box cars
potash mine chemical plant
SAND 11 11 sand gondolas, hoppers sand pit glass works
cement works
LIME 1E 1E limestone gondolas, hoppers, flat cars lime quarry cement works
building center
SULP 1B 1B sulphur gondolas, hoppers sulphur mine
power plant
n/a
(coal)
chemical plant
2.2. agricultural, forestry and fishing products
LVST 04 04 livestock box cars (animal) farm n/a food industry
CERE 06 06 cereals gondolas, hoppers farm brewery, food industry
WOOD 07 07 wood flat cars forest saw mill
FRUT 0D 0D fruit reefers, box cars plantation food industry
FISH 0E 0E fish ships, reefers fishing grounds food industry
WOOL 0F 0F wool box cars (animal) farm textile mill
OLSD 16 16 oil seeds hoppers plantation / farm food industry, refinery
FICR 1D 1D fibre crops hoppers, flat cars, box cars textile mill
3. Products
label ID bit cargo wagons sources preliminary products destinations
STEL 09 09 steel flat cars steel mill iron ore + coal automobile / machinery plants
PAPR 0B 0B paper gondolas, flat cars paper mills wood products + refined products printing works
GLAS 12 12 glass flat cars
box cars
glass works sand + potash automobile plant
food industry (brewery)
WDPR 13 13 wood products flat cars
gondolas
saw mill wood building center
paper works
furniture plant
DYES 14 14 dyes
tankers, box cars chemical plant refined products automobile plant
textile mill
printing works
FERT 15 15 fertilizer box cars, gondolas, hoppers sulphur | potash farms
RFPR 17 17 refined products box cars, gondolas, hoppers, tankers refinery crude oil chemical plant
paper mill
4. Consumer goods
label ID bit cargo wagons sources preliminary products destinations
GOOD 05 05 goods box cars furniture plant
printing works
textile mill
wood products (+ glass)
paper + dyes
(fibre crops | wool) + dyes
towns
FOOD 0C 0C food reefers, box cars food industry fish, livestock, grain, fruit, oil seeds towns
VEHI 18 18 vehicles, machinery flat cars, auto transporters automobile plant steel + glass + dyes towns
PETR 19 19 petrol tankers refinery crude oil | oil seeds towns
BRCK 1A 1A bricks open cars, flat cars brick works coal building center
CMNT 1C 1C cement silo wagons cement works lime (+ sand)

[1] References:

- International Standard Industrial Classification (ISIC), Revision 3,
- NACE Rev. 1.1 - Statistical Classification of Economic Activities in the European Community,
- North American Industry Classification System (NAICS).