1 .TH Concept "Sector Types"
2 .NA Sector-types "Description of different sector types"
5 BASICS INDUSTRIES MILITARY / SCIENTIFIC
6 . sea d defense plant t technical center
7 ^ mountain i shell industry f fortress
8 s sanctuary m mine r research lab
9 \ wasteland g gold mine n nuclear plant
10 - wilderness h harbor l library/school
11 ~ plains w warehouse e enlistment center
12 c capital/city u uranium mine ! headquarters
14 COMMUNICATIONS a agribusiness FINANCIAL
15 + highway o oil field b bank
16 ) radar installation j light manufacturing
17 # bridge head k heavy manufacturing
18 = bridge span % refinery
26 SEA - Sea sectors form natural barriers that can
27 only be crossed by ships, (made in harbors, below),
28 or spanned by bridges, (also below).
29 You can not designate anything else to be sea
30 nor can sea be designated to be anything else.
32 MOUNTAIN - Mountain sectors form another natural
33 barrier that cannot be redesignated; however, they can be
34 moved through (at great expense in terms of mobility units).
35 In an emergency, they can be used as capital. See \*Qinfo capital\*U
36 for more information. In addition, mountains can only hold a maximum
37 of 1/10th the civilians and uncompensated workers that other sectors
38 can normally have. And military, civilians and uncompensated workers that
39 will actually produce anything there are also limited to 1/10th.
41 SANCTUARY - Sanctuary sectors are created when
42 a new nation is created.
43 They are inviolate in that no one can fire at them or attack them.
45 when the new country first moves out of the sanctuary
46 (called \*Qbreaking sanctuary\*U); the sector then becomes a capital.
47 NOTE: in games with multiple sanctuaries per country ALL sanctuaries
48 become capitals when any one does!
50 WASTELAND - This is the result of the explosion of a nuclear device.
51 Wastelands are uninhabitable forever.
53 WILDERNESS - Most of the world is wilderness
54 at the beginning of the game.
55 Wilderness has no particular attributes;
56 you can move into it if unoccupied, thereby
57 making it your territory, but will probably want to
58 designate it as something else once you own it.
60 PLAINS - Plains sectors form another natural barrier that cannot
61 be redesignated. They can be occupied and moved through however.
62 In addition, plains can only hold a maximum of 1/20th the civilians
63 and uncompensated workers that other sectors can normally have.
64 And military, civilians and uncompensated workers that
65 will actually produce anything there are also limited to 1/20th.
67 CAPITAL - Capitals are the source of bureaucracy time units (BTU's).
68 They accrue in proportion to the efficiency
69 of the capital and the number of civilians at work in it.
71 Most commands use up BTU's,
72 (see \*Qlist of commands\*U for numbers of BTU's used per command).
73 A nation may only have one active capital at a time
74 (although many sectors may be designated as capitals).
75 The capture of a capital will result in the loss of money from
76 the victim nation (see info capital),
77 Capitals are twice as efficient at defending
78 against attack as other sectors (except fortresses).
79 Use the capital command to make a capital the active one.
80 In a pinch, mountains can be used as capitals. They generate
81 very few BTU's, and represent being 'holed up in the mountains',
82 perhaps like Pancho Villa. Note that if the BIG_CITY option is
83 enabled, then 'c' sectors stand for 'cities' and can hold 10x as many
84 civs. They also get a 10x packing bonus for moving civs, and require
85 a certain number of lcm's, hcm's, and $$ to build (see show sect build).
87 PARK - Parks are provided solely for the convenience of the
89 Parks require construction materials to provide maintenance
91 add to a nation's \*Qhappiness\*U level.
92 The conversion of \*Qraw\*U materials takes place automatically
93 at a rate dependent on the efficiency of the sector,
94 the presence of the required materials,
95 and the number of workers in the sector.
101 HIGHWAY - Whenever you move civilians, ore, gold,
102 etc, mobility units (\*Qmob\*U on the census) are consumed dependent
103 on how far and how much you move.
104 However if the movement is through 100% efficient highway
105 it costs much less to move.
107 RADAR - Radar stations can scan the surrounding
108 area (up to 16 units away for 100% efficiency) and generate
109 a radar plot identifying sector types at distances up to 1/3
110 their range and ships up to their full range.
112 BRIDGE HEAD - Bridge heads are the land based ends of bridges.
113 They, like harbors, turn construction materials into
114 bridge spans; see \*Qinfo build\*U for the details of this process.
115 and are much like highways except for three things:
117 (1) Bridge spans provide food through fishing,
118 (the fertility can be thought of as fish-count).
119 (This is deity-settable, however.. in many games, bridges do not
120 provide food. Be sure to ask)
122 (2) Bridge spans must maintain at least 20% efficiency or else they
125 (3) If the only bridge head supporting a particular bridge span is
126 redesignated as something else the bridge span will collapse.
127 (If the EASY_BRIDGES option is in use, bridges do not need bridgeheads.
128 Check \*Qinfo build\*U for the details)
130 BRIDGE TOWER - Bridge towers are like bridge heads you can build
131 out in the ocean. You can only build bridge towers from a bridge
132 span, and in open water (not adjacent to any land or other bridge
133 towers.) From a bridge tower, you can build other bridge spans.
134 The BRIDGETOWERS option must be enabled for you to be able to
137 Bridge towers must maintain at least 20% efficiency or else they
138 collapse. Any bridges connected to the tower will collapse as
139 well, unless held up by another adjacent structure (bridge head,
140 bridge tower or land if EASY_BRIDGES is enabled.)
146 BANK - Banks are used for smelting and storing gold bars.
147 They include a smelter to refine gold dust into gold bars.
148 While the bars are stored in the bank the busy little bankers
149 invest them and return a profit on their use.
150 Banks are of the Fort Knox variety; they are more impervious to shelling
151 than any other sector and militia in them fight twice as hard
152 against attack as those in industries.
153 Banks are also particularly adept at moving gold bars around;
154 bars are moved and stored in groups of four thus fewer mobility units
155 are required to move a gold bar from a bank than anywhere else.
160 DEFENSE - In defense plants construction materials are turned into guns.
161 The conversion of \*Qraw\*U materials into guns
162 takes place automatically at a rate dependent on
163 the efficiency of the sector,
164 the presence of the required materials,
165 the technology level of the country,
166 and the number of workers in the sector.
167 See \*Qinfo Products\*U for information on the materials required to
170 SHELL INDUSTRY - These sectors are similar to defense
171 plant sectors except they turn construction materials into
173 The conversion of \*Qraw\*U materials takes place automatically
174 at a rate dependent on the efficiency of the sector,
175 the presence of the required materials,
176 the technology level of the country,
177 and the number of workers in the sector.
178 See \*Qinfo Products\*U for information on the materials required.
179 One shell is used each time you fire,
180 (except for submarines which use three shells to make one torpedo).
182 MINE - Mines produce iron ore by digging it out of the ground.
183 The rate at which it is produced is dependent on three factors;
184 the efficiency of the mine,
185 the number of civilians working in the mine,
186 and the mineral sample for the sector (\*Qmin\*U on the census report).
187 Iron is a \*Qrenewable\*U resource; i.e. digging up iron does not
188 deplete the mineral content of the sector.
190 GOLD MINE - Gold mines are similar to ordinary
191 mines, (above), except that they produce gold dust.
192 The rate at which it is extracted is dependent on three factors;
193 the efficiency of the sector,
194 the size of the labor force in the sector,
195 and the gold sample for the sector (\*Qgmin\*U on the census report).
196 The raw gold dust can be transported to any sector but if it is left
197 in a bank sector it will be refined into bars automatically .
198 Gold is a non-renewable resource; i.e. extracting the gold depletes
199 the gold content of the sector.
201 URANIUM MINE - Uranium mines are very similar to gold
202 mines, (above), except that they produce radioactive materials.
203 The rate at which it is extracted is dependent on three factors;
204 the efficiency of the sector,
205 the size of the labor force in the sector,
206 and the uranium content of the sector
207 (\*Quran\*U on the census report).
208 Uranium is a non-renewable resource; i.e. extracting it depletes
209 the content of the sector.
211 HARBOR - Harbors combine shipyard facilities and docks.
212 Construction materials are converted into ships
213 and the ships can be loaded and unloaded in the harbor,
214 (see \*Qinfo load\*U).
215 No ships are constructed until the \*Qbuild\*U command is given,
216 (see \*Qinfo build\*U).
218 WAREHOUSE - Warehouses are used to store shells,
219 guns, iron, gold dust, food, oil, light construction materials, and
220 heavy construction materials. Moving the above out of a
221 warehouse only takes one tenth the mobility cost it normally would.
222 Note: warehouses are often used as distribution centers.
224 AIRFIELD - Airplanes can only be built in airports and most can
225 only take off and land at airports. (though some can take off
226 and land in other sectors and some can take of and land on
227 aircraft carriers see Ship-types for details)
229 AGRIBUSINESS - These sectors are large farms and provide food.
230 Agribusiness sectors produce as much as five times as much food
232 The harvesting takes place automatically
233 at a rate dependent on the efficiency of the sector,
234 the fertility of the sector (\*Qfert\*U in the census),
235 the technology level of the country,
236 and the number of workers in the sector.
237 See \*Qinfo Products\*U for details.
239 OIL - Oil fields produce oil by sucking it out of the ground.
240 The extraction of oil takes place automatically
241 at a rate dependent on the efficiency of the sector,
242 the oil content of the sector (\*Qoil\*U on the census report),
243 the technology level of the country,
244 and the number of workers in the sector.
245 Oil is a \*Qnon-renewable\*U resource; i.e. extracting oil
246 depletes the oil content of the sector.
248 REFINERY - Refineries produce petroleum by processing oil.
249 This production takes place automatically
250 at a rate dependent on the efficiency of the sector,
251 the number of workers in the sector,
252 and the technology level of the country.
254 LIGHT - Light manufacturing plants produce light construction materials
256 This production takes place automatically
257 at a rate dependent on the efficiency of the sector,
258 the iron in the sector,
259 the technology level of the country,
260 and the number of workers in the sector.
262 HEAVY - Heavy manufacturing plants produce heavy construction materials
264 This production takes place automatically
265 at a rate dependent on the efficiency of the sector,
266 the iron in the sector,
267 the technology level of the country,
268 and the number of workers in the sector.
272 MILITARY / SCIENTIFIC
274 FORTRESS - Fortress sectors have many special characteristics;
275 you can fire guns from fortresses,
276 whenever an attack is launched from a fort or on
277 a fort the militia in the fort are stronger than military
278 in any other type of sector by an amount proportional to
279 the efficiency of the fort. (See information below in sector
281 Also, forts and commodities in forts are MUCH more resistant
282 to damage than normal sectors.
284 TECHNOLOGY - Technical centers are bastions
285 of \*Qpure\*U technology research,
286 which is to say universities with massive defense department grants.
287 They turn construction materials
288 into technological advances thereby raising the technology
289 level of the country (which affects gun ranges, pollution, etc.).
290 The conversion of \*Qraw\*U materials takes place automatically
291 at a rate dependent on the efficiency of the sector,
292 the presence of the required materials,
293 the education level of the country,
294 and the number of workers in the sector.
296 RESEARCH - The research lab is a bastion of \*Qpure\*U medical research,
297 which is to say it is a large university
298 with massive March-of-Dimes funding.
299 The research lab turns construction materials into medical
300 discoveries which raise the research level of the country and
301 help retard the spread of disease, (usually caused by the pollution
302 from technical centers).
303 The conversion of \*Qraw\*U materials takes place automatically
304 at a rate dependent on the efficiency of the sector,
305 the presence of the required materials,
306 the education level of the country,
307 and the number of workers in the sector.
309 NUCLEAR - The nuclear lab is a bastion of applied technology,
310 which is to say it is an immense underground building filled with
311 evil geniuses playing Adventure on huge computers.
312 The nuclear lab turns construction materials into nuclear weapons.
313 No devices are constructed until the \*Qbuild\*U command is given,
314 (see \*Qinfo build\*U).
316 LIBRARY/SCHOOL - The library/school sector is the foundation
317 of a country's educational structure.
318 They use up construction materials to produce units of education
319 which raise the educational
320 level of the country (which affects the efficiency of research and
322 The conversion of \*Qraw\*U materials takes place automatically
323 at a rate dependent on the efficiency of the sector,
324 the presence of the required materials,
325 and the number of workers in the sector.
327 ENLISTMENT - The enlistment sector is the boot camp of Empire.
328 It converts civilians into militia, once the efficiency level
329 has been raised to 60%.
330 Unlike the other production sectors,
331 it uses only militia as a workforce,
332 and converts civilians in the sector into military.
334 HEADQUARTERS - This is where basic militia are converted into units.
335 Headquarters also give a bonus to reaction radius for units in them,
336 allowing them to defend better.
338 The \*Qshow\*U command can be used to show special things about sector
342 sector type cost to des cost for 1% eff lcms for 1% hcms for 1%
345 Infrastructure building - adding 1 point of efficiency costs:
346 type lcms hcms mobility $$$$
349 defense factor 1 1 1 1
352 Cost to des is the cost to designate the sector type. This is charged when you
353 give the designate command. Note that if the BIG_CITY option is
354 enabled, then 'c' sectors also cost money, lcm's and hcm's to build,
355 and they can hold 10x as many civs as other sectors.
357 You can also build infrastructure into your sectors. That is how the
358 mobilty, for both commodities and units, is determined. You can also
359 raise the defensive value of your sectors to a maximum amount (which is
360 shown in the "show sect stats" described below.)
363 That just cost you $500
365 Cost for 1% efficiency is the $$ cost per point of efficiency built.
366 Lcms/Hcms for 1% are similar.
370 max max -- packing bonus --
371 sector type mcost off def mil uw civ bar other
372 . sea 0 0.00 0.00 1 1 1 1 1
373 ^ mountain 25 1.00 4.00 1 1 1 1 1
374 s sanctuary 0 0.00 99.00 1 1 1 1 1
375 \ wasteland 0 0.00 99.00 1 1 1 1 1
376 - wilderness 2 1.00 2.00 1 1 1 1 1
377 c capital 2 1.00 2.00 1 1 1 1 1
378 u uranium mine 2 1.00 2.00 1 1 1 1 1
379 p park 2 1.00 1.50 1 1 1 1 1
380 d defense plant 2 1.00 1.50 1 1 1 1 1
382 This shows the relative cost to move through the sector types, and the
383 offensive and defensive values of the sector types. For example, a capital
384 with a 100% defensive efficiency is twice as good as a park (since the
385 base value is 1.00.) All sectors start with a 0% defensive efficiency,
386 thus they all start with a defense of 1.00. You can increase the
387 defensive capability of any sector up to the amount shown by the "max def"
390 .EX show sect capabilities
392 There is no information on sector capabilities.
395 There may someday be a sector capabilities list.
397 .SA "improve, designate, show, BTU, Sectors"