- wilderness h harbor l library/school
~ plains w warehouse e enlistment center
c capital/city u uranium mine ! headquarters
- p park * airfield
+ p park * airfield
a agribusiness FINANCIAL
COMMUNICATIONS o oil field b bank
- + highway j light manufacturing
+ + highway j light manufacturing
) radar installation k heavy manufacturing
- # bridge head % refinery
- = bridge span
+ # bridge head % refinery
+ = bridge span
@ bridge tower
.FI
.s1
.s1
HIGHWAY - Moving stuff through sectors costs mobility. Efficienct
highways cost much less than other sectors. To find out more about
-moving stuff, start with \*info Transportation\*.
+moving stuff, start with \*Qinfo Transportation\*U.
.s1
RADAR - Radar stations can scan the surrounding
area, and generate
types. To check out build costs, you do:
.EX show sect build
.NF
-sector type cost to des cost for 1% eff lcms for 1% hcms for 1%
-- 0 0 0 0
-f 0 5 0 1
-other 0 1 0 0
+ desig build 100% eff maint
+sector type $ lcm hcm $ $
+- wilderness 0 0 0 0 0
+c capital 0 0 0 100 60
+f fortress 0 0 100 500 0
+any other 0 0 0 100 0
Infrastructure building - adding 1 point of efficiency costs:
type lcms hcms mobility $$$$
defense factor 1 1 1 1
.FI
.s1
-Cost to des is the cost to designate the sector type. This is charged when you
-give the designate command.
-.s1
-Cost for 1% efficiency is the $$ cost per point of efficiency built.
-Lcms/hcms for 1% are similar.
-.s1
-Sectors that cost nothing to designate and just $1 per point of
-efficiency are not shown.
+.in \w'build hcm\0\0'u
+.L "desig $"
+Cost charged by the designate command.
+.L "build lcm"
+The lcm required to build the sector.
+.L "build hcm"
+The hcm required to build the sector.
+.L "build $"
+What it costs to build the sector.
+.L "maint $"
+Cost of maintenance per update.
+.in
.s1
The show command also shows infrastructure build costs.
Infrastructure is additional facilities you can build up in your