2 .NA Products "Formulas for the production of commodities"
5 Many Empire sector types exist specifically
6 to turn \*Qraw\*U materials into products.
7 Some of those products may, in turn,
8 be considered raw materials for other industries
9 which produce other products.
11 This table gives the constituents and costs for each type of product.
13 NOTE: All costs given in the table are for 100% production efficiency.
14 Many processes depend on technology level
15 or educational level of the country;
16 a note like \*Qp.e.=(tlev+10)/(tlev+20)\*U means
17 that a country with a technology level of 0
18 has a production efficiency of 50%
19 and will only produce one-half of the specified product amount
21 whereas a country with a technology level of 100
22 will have a production efficiency of 92%.
24 In addition, some sectors don't produce raw materials as well as others,
25 and some produce much better than others. Use the "show sector capabilities"
26 command to see production efficiencies and other useful information on
29 The rate at which constituents are turned into products
30 is governed by the \*Qwork\*U accrued to a sector
31 (see \*Qinfo Innards\*U) divided by the units of constituents
33 E.g., it takes 3 units of \*Qwork\*U to produce 1 shell;
34 2 units to incorporate the light construction materials
35 and 1 unit for the heavy.
36 \*QNatural resources\*U such as fertility
37 count as one unit of constituents;
38 e.g., it takes 1 unit of work per unit of food produced.
40 .in \w'technology\0\0'u
42 Shell production efficiency depends on technology level;
43 p.e.=(tlev-20)/(tlev-10)
44 Shells cost $3 each to manufacture.
45 Each requires 2 units of light construction materials
46 and 1 unit of heavy construction materials.
47 You must have a minimum technology of 20 to produce shells.
49 Gun production depends on technology level;
50 p.e.=(tlev-20)/(tlev-10)
51 Guns cost $30 each to manufacture.
52 Each requires 5 units of light construction materials,
53 10 units of heavy construction materials,
55 You must have a minimum technology of 20 to produce guns.
57 Iron ore production depends on mineral content in mines.
58 Extracting iron ore is free,
59 and the mineral content of the sector is not depleted
62 Gold dust production depends on gold mineral content in gold mines.
63 Extracting gold dust is free,
64 but the gold mineral content of the sector is depleted
65 by mining gold dust. In addition, mountains may sometimes produce
66 gold dust as well. The efficiency of mountains producing gold dust
67 may not be as good as gold mines. Use the "show sector capabilities"
68 command to see the production efficiency of sectors.
70 Gold bars are produced in banks.
71 Gold bar production depends on gold dust in gold mines.
72 Gold bars cost $10 to produce and require 5 units of gold dust each.
74 Food production efficiency depends on technology level
75 and the fertility of the sector;
76 p.e.=(tlev+10)/(tlev+20).
78 and the fertility of the sector is not depleted by growing food.
80 Oil production efficiency depends on technology level
81 and the oil content of the sector;
82 p.e.=(tlev+10)/(tlev+20).
84 but the oil content of the sector is depleted
85 by extracting and refining oil.
87 Petroleum production depends on technology level;
88 p.e.=(tlev-20)/(tlev-10).
89 A unit of petroleum costs $1 to manufacture.
90 Every 10 units of petroleum require 1 unit of oil to produce.
91 You must have a minimum technology of 20 to produce petroleum.
93 Light construction material production efficiency
94 depends on technology level;
95 p.e.=(tlev+10)/(tlev+20).
96 Producing lcms does not cost money, but requires 1 unit of iron ore.
98 Heavy construction material production efficiency
99 depends on technology level;
100 p.e.=(tlev+10)/(tlev+20).
101 Producing hcms does not cost money, but requires 2 unit of iron ore.
103 Radioactive material production efficiency depends on technology level,
104 which must be at least 40.
105 p.e.=(tlev-40)/(tlev-30).
106 Producing rads cost $2 per ton,
107 and depletes the uranium content of the sector.
109 A unit of education (a \*Qclass of graduates\*U),
110 costs $10 to produce and requires 1 unit
111 of light construction materials (see "info Education").
113 A unit of happiness (\*Qhappy strollers\*U),
114 costs $10 to produce and requires 1 unit
115 of light construction materials (see "info Happiness").
117 Technology production efficiency depends on education level;
118 p.e.=(elev-5)/(elev+5).
119 A unit of technology (a \*Qtechnological breakthrough\*U),
120 costs $5 times the number of ETUs per update
121 to produce, and requires 10 units
122 of light construction materials,
123 5 units of oil and 1 unit of gold dust. For more details about how
124 technology level is calculated from technology units, see "info Technology".
126 Research production efficiency depends on education level;
127 p.e.=(elev-5)/(elev+5).
128 A unit of research (a \*Qmedical discovery\*U),
129 costs $90 to produce and requires 10 units
130 of light construction materials,
131 5 units of oil and 1 unit of gold dust (see "info Research").
133 .SA "Production, Update"