- 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
+ build 100% eff maint
+sector type lcm hcm $ $
+- wilderness 0 0 0 0
+c capital 0 0 100 60
+f fortress 0 100 500 0
+any other 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 "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
Finally, to check out what sectors can do, use:
.EX show sect capabilities
.NF
- sector type product p.e.
-^ mountain dust 75%
-u uranium mine rad 100%
-p park happy 100%
-d defense plant guns 100%
-i shell industry shells 100%
-m mine iron 100%
-g gold mine dust 100%
-a agribusiness food 900%
-o oil field oil 100%
-j light manufacturing lcm 100%
-k heavy manufacturing hcm 100%
-t technical center tech 100%
-r research lab medical 100%
-l library/school edu 100%
-b bank bars 100%
-% refinery petrol 1000%
+ sector type product p.e. capabilities
+. sea deity
+^ mountain dust 75% deity
+s sanctuary deity
+\ wasteland deity
+u uranium mine rad 100%
+p park happy 100%
+d defense plant guns 100%
+i shell industry shells 100%
+m mine iron 100%
+g gold mine dust 100%
+a agribusiness food 900%
+o oil field oil 100%
+j light manufacturing lcm 100%
+k heavy manufacturing hcm 100%
+t technical center tech 100%
+r research lab medical 100%
+l library/school edu 100%
+= bridge span deity
+b bank bars 100%
+% refinery petrol 1000%
+~ plains deity
+@ bridge tower deity
.FI
Column product shows what the sector produces. Column p.e. shows the
-sector type's production efficiency. Use command \*Qshow product\*U
+sector type's process efficiency. Use command \*Qshow product\*U
to find out more about products, and see \*Qinfo Products\*U.
.s1
+Column capabilities shows special capabilities, if any. These are:
+.s1
+.in \w'deity\0\0'u
+.L deity
+Can only be designated by a deity.
+.in
.s1
.SA "designate, show, improve, BTU, Sectors, Producing, Products, Transportation"