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 \e 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 a agribusiness FINANCIAL
15 COMMUNICATIONS o oil field b bank
16 + highway j light manufacturing
17 ) radar installation k heavy manufacturing
18 # bridge head % refinery
26 SEA - Sea sectors form natural barriers that can
27 only be crossed by ships or spanned by bridges.
28 You can't designate anything else to be sea,
29 nor can sea be designated to be anything else.
31 MOUNTAIN - Mountain sectors form another natural
32 barrier that cannot be redesignated; however, they can be
33 moved through, at great expense in terms of mobility.
34 In a pinch, mountains can be used as capital. They generate
35 very few BTUs, and represent being 'holed up in the mountains',
36 perhaps like Pancho Villa.
37 Mountains typically hold only 1/10th of the civilians and
38 uncompensated workers that other sectors do.
40 SANCTUARY - Sanctuary sectors are created when
41 a new nation is created.
42 They are inviolate in that no one can attack or harm them.
44 when the new country first moves out of the sanctuary.
45 This is called \*Qbreaking sanctuary\*U. See \*Qinfo break\*U for
48 WASTELAND - This is the result of the explosion of a nuclear device.
49 Wastelands are uninhabitable forever.
51 WILDERNESS - Most of the world is wilderness
52 at the beginning of the game.
53 Wilderness has no particular attributes;
54 you will probably want to
55 designate it as something else once you own it.
57 PLAINS - Plains sectors form another natural barrier that cannot
58 be redesignated. They can be occupied and moved through however.
59 Plains typically hold only 1/10th of the civilians and
60 uncompensated workers that other sectors do.
62 CAPITAL/CITY - These sectors can serve as your capital. You'll be
63 quite helpless without a capital, as many commands require you to have
64 one. Your capital is also your source of bureaucratic time units
65 (BTUs), see \*Qinfo BTU\*U.
66 A nation may only have one active capital at a time, although many
67 sectors may be designated as capitals. Use the capital command to
68 make a capital the active one.
69 The capture of a capital has disastrous consequences, which are
70 described in \*Qinfo capital \*U.
71 Capitals are typically better at defending against attack than other
72 sectors, except fortresses.
74 PARK - Parks are provided solely for the convenience of the
76 Parks require construction materials to provide maintenance
78 add to a nation's \*Qhappiness\*U level.
83 HIGHWAY - Moving stuff through sectors costs mobility. Efficienct
84 highways cost much less than other sectors. To find out more about
85 moving stuff, start with \*Qinfo Transportation\*U.
87 RADAR - Radar stations can scan the surrounding
89 a radar plot identifying sector types at distances up to 1/3
90 their range and ships up to a distance depending on ship visibility.
92 BRIDGE HEAD - Bridge heads are the land based ends of bridges.
93 They let you build bridge spans; see \*Qinfo build\*U for how.
94 If option EASY_BRIDGES is enabled, any sector can build bridges, not
97 BRIDGE SPAN - A bridge span is the suspended part of a bridge that
98 crosses water sectors. Bridge spans are built and supported by bridge
99 heads and are much like highways except for two things:
101 (1) Bridge spans must maintain at least 20% efficiency or else they
104 (2) If the only bridge head supporting a particular bridge span is
105 redesignated as something else, the bridge span will collapse, unless
106 option EASY_BRIDGES is enabled.
108 BRIDGE TOWER - Bridge towers are like bridge heads you can build
109 out in the ocean. They are only available if option BRIDGETOWERS is
110 enabled. You build bridge towers from a bridge span into open water,
111 not adjacent to any land or other bridge towers. From a bridge tower,
112 you can build other bridge spans.
113 Bridge towers must maintain at least 20% efficiency or else they
119 BANK - Banks are used for smelting and storing gold bars.
120 They include a smelter to refine gold dust into gold bars.
121 While the bars are stored in the bank the busy little bankers
122 invest them and return a profit on their use.
123 Banks are of the Fort Knox variety; they are more impervious to shelling
124 than most other sectors, and military in them fight harder
125 against attack as those in industries.
126 Banks are also particularly adept at moving gold bars around;
128 are required to move a gold bar from a bank than from an ordinary sector.
133 DEFENSE - Defense plants turn construction materials into guns.
134 Guns are required to equip fortresses, warships, some land units and
137 SHELL INDUSTRY - These sectors are similar to defense
138 plant sectors except they turn construction materials into
140 Most of anything that goes boom expends shells in the process.
142 MINE - Mines produce iron ore by digging it out of the ground.
143 Iron is required to make construction materials.
145 GOLD MINE - Gold mines are similar to ordinary
146 mines, except that they produce gold dust.
147 Gold dust is required to make gold bars, which are an important source
150 URANIUM MINE - Uranium mines are very similar to gold
151 mines, except that they produce radioactive materials.
153 HARBOR - Harbors combine shipyard facilities and docks.
154 This is where you build ships; see \*Qinfo build\*U for how. Harbors
155 also repair incomplete or damaged ships, provided there's enough work
157 Harbors are good at moving commodities, and are often used as
158 distribution centers.
160 WAREHOUSE - Warehouses are used to store commodities. They are good
161 at moving commodities, and are often used as distribution centers.
163 AIRFIELD - This is where you build planes; see \*Qinfo build\*U for
164 how. Airfield also repair incomplete or damaged planes, provided
165 there's enough work and materials. Planes can take off and land at
166 airfields. Some can take off and land in other sectors as well, and
167 some can also use carriers; see \*Qinfo Plane-types\*U for details.
169 AGRIBUSINESS - These sectors are large farms and provide food.
170 Agribusiness sectors produce much more food than other sectors.
172 OIL - Oil fields produce oil by pumping it out of the ground.
174 REFINERY - Refineries produce petroleum by processing oil.
176 LIGHT - Light manufacturing plants produce light construction materials
179 HEAVY - Heavy manufacturing plants produce heavy construction materials
183 MILITARY / SCIENTIFIC
185 FORTRESS - Fortresses are military strongpoints, resistant to attack,
186 adept at counter-attack. They can fire guns (unless option
187 NO_FORT_FIRE is enabled), and they repair damaged land units, provided
188 there's enough work and materials.
190 TECHNOLOGY - Technical centers are bastions
191 of \*Qpure\*U technology research,
192 which is to say universities with massive defense department grants.
193 They turn construction materials
194 into technological advances thereby raising the technology
195 level of the country (which affects gun ranges, pollution, etc.).
197 RESEARCH - The research lab is a bastion of \*Qpure\*U medical research,
198 which is to say it is a large university
199 with massive March-of-Dimes funding.
200 The research lab turns construction materials into medical
201 discoveries which raise the research level of the country and
202 help retard the spread of disease (usually caused by the pollution
203 from technical centers).
205 NUCLEAR - The nuclear lab is a bastion of applied technology,
206 which is to say it is an immense underground building filled with
207 evil geniuses playing Adventure on huge computers.
208 You can build nuclear weapons here; see \*Qinfo build\*U for how.
210 LIBRARY/SCHOOL - The library/school sector is the foundation
211 of a country's educational structure.
212 It uses up construction materials to produce units of education
213 which raise the educational
214 level of the country, which in turn affects the efficiency of research
218 ENLISTMENT - The enlistment sector is the boot camp of Empire.
219 It converts civilians into military.
220 Unlike the other production sectors,
221 it can use only military as workforce for that.
223 HEADQUARTERS - This is where you build land units; see \*Qinfo
224 build\*U for how. Headquarters also repair incomplete or damaged land
225 units, provided there's enough work and materials. They also give a
226 bonus to reaction radius for units deployed there,
227 allowing them to defend better.
229 Production takes place automatically at the update,
230 at a rate dependent on the efficiency of the sector,
231 your production efficiency for that product,
232 the presence of the required materials,
233 and the number of workers in the sector. \*Qinfo Products\*U has
236 The \*Qshow\*U command can be used to show special things about sector
237 types. To check out build costs, you do:
241 sector type lcm hcm $ $
244 f fortress 0 100 500 0
247 Infrastructure building - adding 1 point of efficiency costs:
248 type lcms hcms mobility $$$$
251 defense factor 1 1 1 1
254 .in \w'build hcm\0\0'u
256 The lcm required to build the sector.
258 The hcm required to build the sector.
260 What it costs to build the sector.
262 Cost of maintenance per update.
265 The show command also shows infrastructure build costs.
266 Infrastructure is additional facilities you can build up in your
267 sectors. See \*Qinfo Infrastructure\*U for details.
269 To check out various stats, you do:
272 mob cost max max naviga packing max
273 sector type 0% 100% off def bility bonus pop
274 \&. sea no way 0.00 0.00 sea normal 0
275 ^ mountain 2.4 1.2 1.00 4.00 land normal 100
276 s sanctuary no way 0.00 99.00 land normal 1000
277 \e wasteland no way 0.00 99.00 land normal 0
278 - wilderness 0.4 0.4 1.00 2.00 land normal 1000
279 c capital 0.4 0.2 1.00 2.00 canal normal 1000
280 u uranium mine 0.4 0.2 1.00 2.00 land normal 1000
281 p park 0.4 0.2 1.00 1.50 land normal 1000
282 d defense plant 0.4 0.2 1.00 1.50 land normal 1000
283 i shell industry 0.4 0.2 1.00 1.50 land normal 1000
284 m mine 0.4 0.2 1.00 2.00 land normal 1000
285 g gold mine 0.4 0.2 1.00 2.00 land normal 1000
286 h harbor 0.4 0.2 1.00 1.50 harbor warehouse 1000
287 w warehouse 0.4 0.2 1.00 1.50 land warehouse 1000
288 * airfield 0.4 0.2 1.00 1.25 land normal 1000
289 a agribusiness 0.4 0.2 1.00 1.50 land normal 1000
290 o oil field 0.4 0.2 1.00 1.50 land normal 1000
291 j light manufacturing 0.4 0.2 1.00 1.50 land normal 1000
292 k heavy manufacturing 0.4 0.2 1.00 1.50 land normal 1000
293 f fortress 0.4 0.2 2.00 4.00 land normal 1000
294 t technical center 0.4 0.2 1.00 1.50 land normal 1000
295 r research lab 0.4 0.2 1.00 1.50 land normal 1000
296 n nuclear plant 0.4 0.2 1.00 2.00 land normal 1000
297 l library/school 0.4 0.2 1.00 1.50 land normal 1000
298 + highway 0.4 0.0 1.00 1.00 land normal 1000
299 ) radar installation 0.4 0.2 1.00 1.50 land normal 1000
300 ! headquarters 0.4 0.2 1.00 1.50 land normal 1000
301 # bridge head 0.4 0.0 1.00 1.00 land normal 1000
302 = bridge span 0.4 0.0 1.00 1.00 bridge normal 100
303 b bank 0.4 0.2 1.00 2.25 land bank 1000
304 % refinery 0.4 0.2 1.00 1.50 land normal 1000
305 e enlistment center 0.4 0.2 1.00 2.00 land normal 1000
306 ~ plains 0.4 0.2 1.00 1.50 land normal 100
307 @ bridge tower 0.4 0.0 1.00 1.50 land normal 100
309 The two mob cost columns show the relative cost to move through such
310 sectors at 0% and 100% efficiency. It changes linearly between 0% and
313 Combat strength is multiplied by sector offensive factor on attack and
314 defensive factor on defense. Columns max off and def show them for
315 100% efficiency. They're always 1 for 0%, except for mountains, where
316 the 0% defensive factor is 2. Both factors change linearly between 0%
319 Some sector types are more adept at moving certain commodities: the
320 mobility cost is divided by a packing bonus.
322 Column max pop shows how many civilians and uncompensated workers the
323 sector type can hold.
325 Finally, to check out what sectors can do, use:
326 .EX show sect capabilities
328 sector type product p.e. capabilities
330 ^ mountain dust 75% deity
333 u uranium mine rad 100%
335 d defense plant guns 100%
336 i shell industry shells 100%
338 g gold mine dust 100%
339 a agribusiness food 900%
341 j light manufacturing lcm 100%
342 k heavy manufacturing hcm 100%
343 t technical center tech 100%
344 r research lab medical 100%
345 l library/school edu 100%
348 % refinery petrol 1000%
352 Column product shows what the sector produces. Column p.e. shows the
353 sector type's production efficiency. Use command \*Qshow product\*U
354 to find out more about products, and see \*Qinfo Products\*U.
356 Column capabilities shows special capabilities, if any. These are:
360 Can only be designated by a deity.
363 .SA "designate, show, improve, BTU, Sectors, Producing, Products, Transportation"