Some thoughts on the economic model of P1SIM:
Refering to the last image: I think seven colors can be distinguished at maximum when zooming out very far. Thus there are 7 raw material types, 7 input material types, 7 semi-finished goods types and 7 finished goods types. The categories (raw material, input material, semi-finished, finished) are identified by the lines on top of the crate (circle, rectangle, line, cross). Thus there are 28 different crate types moving around on a P1SIM map.
Here is a first impression of the intra logistics concept of P1SIM. Fork lifts unload incoming trucks at the ramp. Every truck carries up to six crates. The crates are transported to a storage via fork lift. The next station of a crate is the input buffer of a production line. The crate runs through several production steps on a conveyor belt. After the last production step the crate is placed in the output buffer. A fork lift picks up the crate and takes it to the storage. A fork lift takes the crate from the storage and loads it into a waiting truck.
The next picture shows a simple warehouse. There are no production lines. Incoming crates are taken to the storage gangways.
I finally created the ground tiles for P1SIM. From top to bottom: Snow, rock, jungle ground, grass, soil, sand, shallow water, deep water.
The transitions will be created by using alpha masks. I created edgy ones (i.e. grass <> jungle ground) and smooth ones (i.e. sand <> shallow water) as well as chamfered (i.e. i have no idea for what i created those^^) and rounded ones (for every corner transition).