Where is export descr buildings




















The following visualization shows the relatedness of Prefabricated Buildings to countries. Send us an e-mail: [email protected]. Menu menu show Profiles Countries. About permalink to section. Historical Data permalink to section. Exporters and Importers permalink to section. Market Dynamics permalink to section.

Market Concentration permalink to section. Value Value Share. Net Trade permalink to section. Disaggregation permalink to section. Tariffs permalink to section. Import Tariffs permalink to section. The existing structure has been retained and exposed, with waste and superficial finishes kept to a minimum.

The existing building has been stripped back to the reinforced concrete structural frame and the inserted CLT timber infill structure is fully exposed and expressed to create a striking and honest contrast with the concrete.

The new high-performance facade is designed with solar-controlled glass working in combination with a brise soleil to reduce heat load on the building. Rainwater from the roof is recycled into the water features of the public realm to reduce the need for top ups. You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users. About Contact Submit Advertise. Change country. Log out. United Kingdom.

Architects: Studio RHE. Lead Architects: Richard Hywel Evans. Structural Engineer : Heyne Tillett Steel. On the other hand, the second condition y is always treated as a single block even if made of many parts. Examples below To find out more about how to use requirements and connectors take look at this thread. If this building is not the first building in the building tree, both its building condition and the upgrade condition of the previous building above it for detail, see below must be met for the player to be allowed build it.

This allows more complex upgrade conditions included branching of building tree. The Capability section lists the capabilities i.

Each of them have their own rules about conditioning. The pool of potential requirements that can be attached to both recruitment and effect lines are basically the same as those used for the building's construction requirement.

Don't confuse it with unit's dictionary. The "x" listed with recruits refers to the level of Experience the unit begins with when first recruited.

It can of course be any number between 0 and 9. This condition would not generate recruitment option but would modified exp of current active recruitment condition of specific type of unit instead.

As state above, capability line which contain "not" as part of valid condition would not show on building browser even if bonus is valid on settlement, and in reverse, any line without "not" would also cause line to always show up as long as faction is right.

This could lead to exploits by using condition which always valid even if "not" is part of it to hide the line or using condition which always invalid but not have not as part of it to create dummy bonus line for display purpose but not give real bonus.

Effects which need to declared before start modification need to use declaration condition to set value first, higher one would replacing lower one, to increase or decrease value requires modificaton condtion line.

The rest of effects could stack up bonus from declaration condition on its own negative modification still requires modification condition line. It also could not use along with "bonus" connector too.

These are similar to capabilities except they are applied faction-wide rather than just in one settlement regional. For example, inserting:.

Modder could assign negative number of bonus in modification condition but effect could only able to negate the same bonus from other buildings but bonus itself could not fall below 0 with some exception. Cumulative effects in single settlement could not go beyond hardcode limit of bonus see effect list above. Game engine could tolerate negative number cumulation in single settlement to some degree but the more negative it become the more CTD would likely to happened. No negative hardcoded has been reported as finding coming ai-only game which stuck until some specific bonus disable or reduced in case of positive or increase in case of negative but could not recreate it by intentionally set condition to that value at the start of campaign play by human player.

The end of each building block comprises the construction time in turns , the cost, the minimum level of settlement necessary for the building in question to be built, and upgrades if any. Note that the latter is quite correct to be in the plural - you can list more than one upgrade top-level buildings should of course have no upgrade listed.

Modification of "upgrades" section could help in create complex building condition see section below. Upgrades section allow building tree to be branching and allow branching of building condition easier.



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