- 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
Capitals are typically better at defending against attack than other
sectors, except fortresses.
.s1
-PARK - Parks are provided solely for the convenience of the
+PARK - Parks are provided solely for the convenience of the
people.
-Parks require construction materials to provide maintenance
+Parks require construction materials to provide maintenance
services and
add to a nation's \*Qhappiness\*U level.
.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
.s1
BANK - Banks are used for smelting and storing gold bars.
They include a smelter to refine gold dust into gold bars.
-While the bars are stored in the bank the busy little bankers
+While the bars are stored in the bank the busy little bankers
invest them and return a profit on their use.
Banks are of the Fort Knox variety; they are more impervious to shelling
than most other sectors, and military in them fight harder
Agribusiness sectors produce much more food than other sectors.
.s1
OIL - Oil fields produce oil by pumping it out of the ground.
-.s1
+.s1
REFINERY - Refineries produce petroleum by processing oil.
.s1
LIGHT - Light manufacturing plants produce light construction materials
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
To check out various stats, you do:
.EX show sect stats
.NF
- mob cost max max packing max
- sector type 0% 100% off def bonus pop
-\&. sea no way 0.00 0.00 normal 0
-^ mountain 2.4 1.2 1.00 4.00 normal 100
-s sanctuary no way 0.00 99.00 normal 1000
-\e wasteland no way 0.00 99.00 normal 0
-- wilderness 0.4 0.4 1.00 2.00 normal 1000
-c capital 0.4 0.2 1.00 2.00 normal 1000
-u uranium mine 0.4 0.2 1.00 2.00 normal 1000
-p park 0.4 0.2 1.00 1.50 normal 1000
-d defense plant 0.4 0.2 1.00 1.50 normal 1000
-i shell industry 0.4 0.2 1.00 1.50 normal 1000
-m mine 0.4 0.2 1.00 2.00 normal 1000
-g gold mine 0.4 0.2 1.00 2.00 normal 1000
-h harbor 0.4 0.2 1.00 1.50 warehouse 1000
-w warehouse 0.4 0.2 1.00 1.50 warehouse 1000
-* airfield 0.4 0.2 1.00 1.25 normal 1000
-a agribusiness 0.4 0.2 1.00 1.50 normal 1000
-o oil field 0.4 0.2 1.00 1.50 normal 1000
-j light manufacturing 0.4 0.2 1.00 1.50 normal 1000
-k heavy manufacturing 0.4 0.2 1.00 1.50 normal 1000
-f fortress 0.4 0.2 2.00 4.00 normal 1000
-t technical center 0.4 0.2 1.00 1.50 normal 1000
-r research lab 0.4 0.2 1.00 1.50 normal 1000
-n nuclear plant 0.4 0.2 1.00 2.00 normal 1000
-l library/school 0.4 0.2 1.00 1.50 normal 1000
-+ highway 0.4 0.0 1.00 1.00 normal 1000
-) radar installation 0.4 0.2 1.00 1.50 normal 1000
-! headquarters 0.4 0.2 1.00 1.50 normal 1000
-# bridge head 0.4 0.0 1.00 1.00 normal 1000
-= bridge span 0.4 0.0 1.00 1.00 normal 100
-b bank 0.4 0.2 1.00 2.25 bank 1000
-% refinery 0.4 0.2 1.00 1.50 normal 1000
-e enlistment center 0.4 0.2 1.00 2.00 normal 1000
-~ plains 0.4 0.2 1.00 1.50 normal 100
-@ bridge tower 0.4 0.0 1.00 1.50 normal 100
+ mob cost max max naviga packing max
+ sector type 0% 100% off def bility bonus pop
+\&. sea no way 0.00 0.00 sea normal 0
+^ mountain 2.4 1.2 1.00 4.00 land normal 100
+s sanctuary no way 0.00 99.00 land normal 1000
+\e wasteland no way 0.00 99.00 land normal 0
+- wilderness 0.4 0.4 1.00 2.00 land normal 1000
+c capital 0.4 0.2 1.00 2.00 canal normal 1000
+u uranium mine 0.4 0.2 1.00 2.00 land normal 1000
+p park 0.4 0.2 1.00 1.50 land normal 1000
+d defense plant 0.4 0.2 1.00 1.50 land normal 1000
+i shell industry 0.4 0.2 1.00 1.50 land normal 1000
+m mine 0.4 0.2 1.00 2.00 land normal 1000
+g gold mine 0.4 0.2 1.00 2.00 land normal 1000
+h harbor 0.4 0.2 1.00 1.50 harbor warehouse 1000
+w warehouse 0.4 0.2 1.00 1.50 land warehouse 1000
+* airfield 0.4 0.2 1.00 1.25 land normal 1000
+a agribusiness 0.4 0.2 1.00 1.50 land normal 1000
+o oil field 0.4 0.2 1.00 1.50 land normal 1000
+j light manufacturing 0.4 0.2 1.00 1.50 land normal 1000
+k heavy manufacturing 0.4 0.2 1.00 1.50 land normal 1000
+f fortress 0.4 0.2 2.00 4.00 land normal 1000
+t technical center 0.4 0.2 1.00 1.50 land normal 1000
+r research lab 0.4 0.2 1.00 1.50 land normal 1000
+n nuclear plant 0.4 0.2 1.00 2.00 land normal 1000
+l library/school 0.4 0.2 1.00 1.50 land normal 1000
++ highway 0.4 0.0 1.00 1.00 land normal 1000
+) radar installation 0.4 0.2 1.00 1.50 land normal 1000
+! headquarters 0.4 0.2 1.00 1.50 land normal 1000
+# bridge head 0.4 0.0 1.00 1.00 land normal 1000
+= bridge span 0.4 0.0 1.00 1.00 bridge normal 100
+b bank 0.4 0.2 1.00 2.25 land bank 1000
+% refinery 0.4 0.2 1.00 1.50 land normal 1000
+e enlistment center 0.4 0.2 1.00 2.00 land normal 1000
+~ plains 0.4 0.2 1.00 1.50 land normal 100
+@ bridge tower 0.4 0.0 1.00 1.50 land normal 100
.FI
The two mob cost columns show the relative cost to move through such
sectors at 0% and 100% efficiency. It changes linearly between 0% and
Finally, to check out what sectors can do, use:
.EX show sect capabilities
.NF
- --- level --- reso
- sector type product use1 use2 use3 level min lag eff% $$$ dep c
-^ mountain dust 0 0 75 0 20 d
-u uranium mine rad tech 40 10 100 2 35 r
-p park happy 1 l 0 0 100 9 0
-d defense plant guns 1 o 5 l 10 h tech 20 10 100 30 0 g
-i shell industry shells 2 l 1 h tech 20 10 100 3 0 s
-m mine iron 0 0 100 0 0 i
-g gold mine dust 0 0 100 0 20 d
-a agribusiness food tech -10 10 900 0 0 f
-o oil field oil tech -10 10 100 0 10 o
-j light manufacturing lcm 1 i tech -10 10 100 0 0 l
-k heavy manufacturing hcm 2 i tech -10 10 100 0 0 h
-t technical center tech 1 d 5 o 10 l edu 5 10 100 300 0
-r research lab medical 1 d 5 o 10 l edu 5 10 100 90 0
-l library/school edu 1 l 0 0 100 9 0
-b bank bars 5 d 0 0 100 10 0 b
-% refinery petrol 1 o tech 20 10 1000 1 0 p
+ sector type product p.e. capabilities
+. sea deity
+^ mountain dust 75% deity
+s sanctuary deity
+\ wasteland deity
+u uranium mine rad 100%
+p park happy 100%
+d defense plant guns 100%
+i shell industry shells 100%
+m mine iron 100%
+g gold mine dust 100%
+a agribusiness food 900%
+o oil field oil 100%
+j light manufacturing lcm 100%
+k heavy manufacturing hcm 100%
+t technical center tech 100%
+r research lab medical 100%
+l library/school edu 100%
+= bridge span deity
+b bank bars 100%
+% refinery petrol 1000%
+~ plains deity
+@ bridge tower deity
.FI
-Column product shows what the sector produces, the use columns show
-the raw materials required to make one unit of production, and column
-$$$ shows how much money it costs.
-.s1
-Columns level, min and lag show how the production efficiency depends
-on a level (if any): p.e. = (level-min) / (level-min+lag).
+Column product shows what the sector produces. Column p.e. shows the
+sector type's process efficiency. Use command \*Qshow product\*U
+to find out more about products, and see \*Qinfo Products\*U.
.s1
-Column eff% shows how many products are made per unit of production.
+Column capabilities shows special capabilities, if any. These are:
.s1
-Column dep shows how fast production depletes the natural resource it
-exploits. It only applies to products iron, dist, food, oil and rad.
-High numbers mean fast depletion.
+.in \w'deity\0\0'u
+.L deity
+Can only be designated by a deity.
+.in
.s1
-.SA "designate, show, improve, BTU, Sectors, Producing, Transportation"
+.SA "designate, show, improve, BTU, Sectors, Producing, Products, Transportation"