- wilderness h harbor l library/school
~ plains w warehouse e enlistment center
c capital/city u uranium mine ! headquarters
- p park * airfield
- COMMUNICATIONS a agribusiness FINANCIAL
- + highway o oil field b bank
- ) radar installation j light manufacturing
- # bridge head k heavy manufacturing
- = bridge span % refinery
+ p park * airfield
+ a agribusiness FINANCIAL
+ COMMUNICATIONS o oil field b bank
+ + highway j light manufacturing
+ ) radar installation k heavy manufacturing
+ # bridge head % refinery
+ = bridge span
@ bridge tower
.FI
.s1
-.s1
.ce
BASICS
.s1
SEA - Sea sectors form natural barriers that can
-only be crossed by ships, (made in harbors, below),
-or spanned by bridges, (also below).
-You can not designate anything else to be sea
+only be crossed by ships or spanned by bridges.
+You can't designate anything else to be sea,
nor can sea be designated to be anything else.
.s1
MOUNTAIN - Mountain sectors form another natural
barrier that cannot be redesignated; however, they can be
-moved through (at great expense in terms of mobility units).
-In an emergency, they can be used as capital. See \*Qinfo capital\*U
-for more information. In addition, mountains can only hold a maximum
-of 1/10th the civilians and uncompensated workers that other sectors
-can normally have. And military, civilians and uncompensated workers that
-will actually produce anything there are also limited to 1/10th.
+moved through, at great expense in terms of mobility.
+In a pinch, mountains can be used as capital. They generate
+very few BTUs, and represent being 'holed up in the mountains',
+perhaps like Pancho Villa.
+Mountains typically hold only 1/10th of the civilians and
+uncompensated workers that other sectors do.
.s1
SANCTUARY - Sanctuary sectors are created when
a new nation is created.
-They are inviolate in that no one can fire at them or attack them.
+They are inviolate in that no one can attack or harm them.
This protection ends
-when the new country first moves out of the sanctuary
-(called \*Qbreaking sanctuary\*U); the sector then becomes a capital.
-NOTE: in games with multiple sanctuaries per country ALL sanctuaries
-become capitals when any one does!
+when the new country first moves out of the sanctuary.
+This is called \*Qbreaking sanctuary\*U. See \*Qinfo break\*U for
+details.
.s1
WASTELAND - This is the result of the explosion of a nuclear device.
Wastelands are uninhabitable forever.
WILDERNESS - Most of the world is wilderness
at the beginning of the game.
Wilderness has no particular attributes;
-you can move into it if unoccupied, thereby
-making it your territory, but will probably want to
+you will probably want to
designate it as something else once you own it.
.s1
PLAINS - Plains sectors form another natural barrier that cannot
be redesignated. They can be occupied and moved through however.
-In addition, plains can only hold a maximum of 1/20th the civilians
-and uncompensated workers that other sectors can normally have.
-And military, civilians and uncompensated workers that
-will actually produce anything there are also limited to 1/20th.
-.s1
-CAPITAL - Capitals are the source of bureaucracy time units (BTU's).
-They accrue in proportion to the efficiency
-of the capital and the number of civilians at work in it.
-(see info BTU).
-Most commands use up BTU's,
-(see \*Qlist of commands\*U for numbers of BTU's used per command).
-A nation may only have one active capital at a time
-(although many sectors may be designated as capitals).
-The capture of a capital will result in the loss of money from
-the victim nation (see info capital),
-Capitals are twice as efficient at defending
-against attack as other sectors (except fortresses).
-Use the capital command to make a capital the active one.
-In a pinch, mountains can be used as capitals. They generate
-very few BTU's, and represent being 'holed up in the mountains',
-perhaps like Pancho Villa. Note that if the BIG_CITY option is
-enabled, then 'c' sectors stand for 'cities' and can hold 10x as many
-civs. They also get a 10x packing bonus for moving civs, and require
-a certain number of lcm's, hcm's, and $$ to build (see show sect build).
-Cities also have canals which allows ships with canal cability
-(see info \*QShip-types\*U) to navigate
-through them.
-.s1
-PARK - Parks are provided solely for the convenience of the
+Plains typically hold only 1/10th of the civilians and
+uncompensated workers that other sectors do.
+.s1
+CAPITAL/CITY - These sectors can serve as your capital. You'll be
+quite helpless without a capital, as many commands require you to have
+one. Your capital is also your source of bureaucratic time units
+(BTUs), see \*Qinfo BTU\*U.
+A nation may only have one active capital at a time, although many
+sectors may be designated as capitals. Use the capital command to
+make a capital the active one.
+The capture of a capital has disastrous consequences, which are
+described in \*Qinfo capital \*U.
+Capitals are typically better at defending against attack than other
+sectors, except fortresses.
+.s1
+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.
-The conversion of \*Qraw\*U materials takes place automatically
-at a rate dependent on the efficiency of the sector,
-the presence of the required materials,
-and the number of workers in the sector.
-.s1
.s1
.ce
COMMUNICATIONS
.s1
-HIGHWAY - Whenever you move civilians, ore, gold,
-etc, mobility units (\*Qmob\*U on the census) are consumed dependent
-on how far and how much you move.
-However if the movement is through 100% efficient highway
-it costs much less to move.
+HIGHWAY - Moving stuff through sectors costs mobility. Efficienct
+highways cost much less than other sectors. To find out more about
+moving stuff, start with \*Qinfo Transportation\*U.
.s1
RADAR - Radar stations can scan the surrounding
-area (up to 16 units away for 100% efficiency) and generate
+area, and generate
a radar plot identifying sector types at distances up to 1/3
-their range and ships up to their full range.
+their range and ships up to a distance depending on ship visibility.
.s1
BRIDGE HEAD - Bridge heads are the land based ends of bridges.
-They, like harbors, turn construction materials into
-bridge spans; see \*Qinfo build\*U for the details of this process.
-and are much like highways except for three things:
-.br
-(1) Bridge spans provide food through fishing,
-(the fertility can be thought of as fish-count).
-(This is deity-settable, however.. in many games, bridges do not
-provide food. Be sure to ask)
+They let you build bridge spans; see \*Qinfo build\*U for how.
+If option EASY_BRIDGES is enabled, any sector can build bridges, not
+just bridge heads.
+.s1
+BRIDGE SPAN - A bridge span is the suspended part of a bridge that
+crosses water sectors. Bridge spans are built and supported by bridge
+heads and are much like highways except for two things:
.br
-(2) Bridge spans must maintain at least 20% efficiency or else they
+(1) Bridge spans must maintain at least 20% efficiency or else they
collapse.
.br
-(3) If the only bridge head supporting a particular bridge span is
-redesignated as something else the bridge span will collapse.
-(If the EASY_BRIDGES option is in use, bridges do not need bridgeheads.
-Check \*Qinfo build\*U for the details)
+(2) If the only bridge head supporting a particular bridge span is
+redesignated as something else, the bridge span will collapse, unless
+option EASY_BRIDGES is enabled.
.s1
BRIDGE TOWER - Bridge towers are like bridge heads you can build
-out in the ocean. You can only build bridge towers from a bridge
-span, and in open water (not adjacent to any land or other bridge
-towers.) From a bridge tower, you can build other bridge spans.
-The BRIDGETOWERS option must be enabled for you to be able to
-build bridge towers.
-.br
+out in the ocean. They are only available if option BRIDGETOWERS is
+enabled. You build bridge towers from a bridge span into open water,
+not adjacent to any land or other bridge towers. From a bridge tower,
+you can build other bridge spans.
Bridge towers must maintain at least 20% efficiency or else they
-collapse. Any bridges connected to the tower will collapse as
-well, unless held up by another adjacent structure (bridge head,
-bridge tower or land if EASY_BRIDGES is enabled.)
-.s1
+collapse.
.s1
.ce
FINANCIAL
.s1
-BANK - Banks are used for smelting and storing gold bars.
+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 any other sector and militia in them fight twice as hard
+than most other sectors, and military in them fight harder
against attack as those in industries.
Banks are also particularly adept at moving gold bars around;
-bars are moved and stored in groups of four thus fewer mobility units
-are required to move a gold bar from a bank than anywhere else.
+fewer mobility units
+are required to move a gold bar from a bank than from an ordinary sector.
.s1
.ce
INDUSTRIES
.s1
-DEFENSE - In defense plants construction materials are turned into guns.
-The conversion of \*Qraw\*U materials into guns
-takes place automatically at a rate dependent on
-the efficiency of the sector,
-the presence of the required materials,
-the technology level of the country,
-and the number of workers in the sector.
-See \*Qinfo Products\*U for information on the materials required to
-produce guns.
+DEFENSE - Defense plants turn construction materials into guns.
+Guns are required to equip fortresses, warships, some land units and
+for sector flak.
.s1
SHELL INDUSTRY - These sectors are similar to defense
plant sectors except they turn construction materials into
shells.
-The conversion of \*Qraw\*U materials takes place automatically
-at a rate dependent on the efficiency of the sector,
-the presence of the required materials,
-the technology level of the country,
-and the number of workers in the sector.
-See \*Qinfo Products\*U for information on the materials required.
-One shell is used each time you fire,
-(except for submarines which use three shells to make one torpedo).
+Most of anything that goes boom expends shells in the process.
.s1
MINE - Mines produce iron ore by digging it out of the ground.
-The rate at which it is produced is dependent on three factors;
-the efficiency of the mine,
-the number of civilians working in the mine,
-and the mineral sample for the sector (\*Qmin\*U on the census report).
-Iron is a \*Qrenewable\*U resource; i.e. digging up iron does not
-deplete the mineral content of the sector.
+Iron is required to make construction materials.
.s1
GOLD MINE - Gold mines are similar to ordinary
-mines, (above), except that they produce gold dust.
-The rate at which it is extracted is dependent on three factors;
-the efficiency of the sector,
-the size of the labor force in the sector,
-and the gold sample for the sector (\*Qgmin\*U on the census report).
-The raw gold dust can be transported to any sector but if it is left
-in a bank sector it will be refined into bars automatically .
-Gold is a non-renewable resource; i.e. extracting the gold depletes
-the gold content of the sector.
+mines, except that they produce gold dust.
+Gold dust is required to make gold bars, which are an important source
+of income.
.s1
URANIUM MINE - Uranium mines are very similar to gold
-mines, (above), except that they produce radioactive materials.
-The rate at which it is extracted is dependent on three factors;
-the efficiency of the sector,
-the size of the labor force in the sector,
-and the uranium content of the sector
-(\*Quran\*U on the census report).
-Uranium is a non-renewable resource; i.e. extracting it depletes
-the content of the sector.
+mines, except that they produce radioactive materials.
.s1
HARBOR - Harbors combine shipyard facilities and docks.
-Construction materials are converted into ships
-and the ships can be loaded and unloaded in the harbor,
-(see \*Qinfo load\*U).
-No ships are constructed until the \*Qbuild\*U command is given,
-(see \*Qinfo build\*U).
-.s1
-WAREHOUSE - Warehouses are used to store shells,
-guns, iron, gold dust, food, oil, light construction materials, and
-heavy construction materials. Moving the above out of a
-warehouse only takes one tenth the mobility cost it normally would.
-Note: warehouses are often used as distribution centers.
-.s1
-AIRFIELD - Airplanes can only be built in airports and most can
-only take off and land at airports. (though some can take off
-and land in other sectors and some can take of and land on
-aircraft carriers see Ship-types for details)
+This is where you build ships; see \*Qinfo build\*U for how. Harbors
+also repair incomplete or damaged ships, provided there's enough work
+and materials.
+Harbors are good at moving commodities, and are often used as
+distribution centers.
+.s1
+WAREHOUSE - Warehouses are used to store commodities. They are good
+at moving commodities, and are often used as distribution centers.
+.s1
+AIRFIELD - This is where you build planes; see \*Qinfo build\*U for
+how. Airfield also repair incomplete or damaged planes, provided
+there's enough work and materials. Planes can take off and land at
+airfields. Some can take off and land in other sectors as well, and
+some can also use carriers; see \*Qinfo Plane-types\*U for details.
.s1
AGRIBUSINESS - These sectors are large farms and provide food.
-Agribusiness sectors produce as much as five times as much food
-as other sectors.
-The harvesting takes place automatically
-at a rate dependent on the efficiency of the sector,
-the fertility of the sector (\*Qfert\*U in the census),
-the technology level of the country,
-and the number of workers in the sector.
-See \*Qinfo Products\*U for details.
+Agribusiness sectors produce much more food than other sectors.
.s1
-OIL - Oil fields produce oil by sucking it out of the ground.
-The extraction of oil takes place automatically
-at a rate dependent on the efficiency of the sector,
-the oil content of the sector (\*Qoil\*U on the census report),
-the technology level of the country,
-and the number of workers in the sector.
-Oil is a \*Qnon-renewable\*U resource; i.e. extracting oil
-depletes the oil content of the sector.
-.s1
-REFINERY - Refineries produce petroleum by processing oil.
-This production takes place automatically
-at a rate dependent on the efficiency of the sector,
-the number of workers in the sector,
-and the technology level of the country.
+OIL - Oil fields produce oil by pumping it out of the ground.
+.s1
+REFINERY - Refineries produce petroleum by processing oil.
.s1
LIGHT - Light manufacturing plants produce light construction materials
from iron.
-This production takes place automatically
-at a rate dependent on the efficiency of the sector,
-the iron in the sector,
-the technology level of the country,
-and the number of workers in the sector.
.s1
HEAVY - Heavy manufacturing plants produce heavy construction materials
from iron.
-This production takes place automatically
-at a rate dependent on the efficiency of the sector,
-the iron in the sector,
-the technology level of the country,
-and the number of workers in the sector.
-.s1
.s1
.ce
MILITARY / SCIENTIFIC
.s1
-FORTRESS - Fortress sectors have many special characteristics;
-you can fire guns from fortresses,
-whenever an attack is launched from a fort or on
-a fort the militia in the fort are stronger than military
-in any other type of sector by an amount proportional to
-the efficiency of the fort. (See information below in sector
-stats)
-Also, forts and commodities in forts are MUCH more resistant
-to damage than normal sectors.
+FORTRESS - Fortresses are military strongpoints, resistant to attack,
+adept at counter-attack. They can fire guns (unless option
+NO_FORT_FIRE is enabled), and they repair damaged land units, provided
+there's enough work and materials.
.s1
TECHNOLOGY - Technical centers are bastions
of \*Qpure\*U technology research,
They turn construction materials
into technological advances thereby raising the technology
level of the country (which affects gun ranges, pollution, etc.).
-The conversion of \*Qraw\*U materials takes place automatically
-at a rate dependent on the efficiency of the sector,
-the presence of the required materials,
-the education level of the country,
-and the number of workers in the sector.
.s1
RESEARCH - The research lab is a bastion of \*Qpure\*U medical research,
which is to say it is a large university
with massive March-of-Dimes funding.
The research lab turns construction materials into medical
discoveries which raise the research level of the country and
-help retard the spread of disease, (usually caused by the pollution
+help retard the spread of disease (usually caused by the pollution
from technical centers).
-The conversion of \*Qraw\*U materials takes place automatically
-at a rate dependent on the efficiency of the sector,
-the presence of the required materials,
-the education level of the country,
-and the number of workers in the sector.
.s1
NUCLEAR - The nuclear lab is a bastion of applied technology,
which is to say it is an immense underground building filled with
evil geniuses playing Adventure on huge computers.
-The nuclear lab turns construction materials into nuclear weapons.
-No devices are constructed until the \*Qbuild\*U command is given,
-(see \*Qinfo build\*U).
+You can build nuclear weapons here; see \*Qinfo build\*U for how.
.s1
LIBRARY/SCHOOL - The library/school sector is the foundation
of a country's educational structure.
-They use up construction materials to produce units of education
+It uses up construction materials to produce units of education
which raise the educational
-level of the country (which affects the efficiency of research and
-technology sectors).
-The conversion of \*Qraw\*U materials takes place automatically
-at a rate dependent on the efficiency of the sector,
-the presence of the required materials,
-and the number of workers in the sector.
+level of the country, which in turn affects the efficiency of research
+and
+technology sectors.
.s1
ENLISTMENT - The enlistment sector is the boot camp of Empire.
-It converts civilians into militia, once the efficiency level
-has been raised to 60%.
+It converts civilians into military.
Unlike the other production sectors,
-it uses only militia as a workforce,
-and converts civilians in the sector into military.
+it can use only military as workforce for that.
.s1
-HEADQUARTERS - This is where basic militia are converted into units.
-Headquarters also give a bonus to reaction radius for units in them,
+HEADQUARTERS - This is where you build land units; see \*Qinfo
+build\*U for how. Headquarters also repair incomplete or damaged land
+units, provided there's enough work and materials. They also give a
+bonus to reaction radius for units deployed there,
allowing them to defend better.
.s1
+Production takes place automatically at the update,
+at a rate dependent on the efficiency of the sector,
+your production efficiency for that product,
+the presence of the required materials,
+and the number of workers in the sector. \*Qinfo Products\*U has
+more.
+.s1
The \*Qshow\*U command can be used to show special things about sector
-types. For example:
+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%
-f 500 5 0 1
+ 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 $$$$
-road network 1 1 1 1
-rail network 2 2 1 3
+road network 2 2 1 2
+rail network 1 1 1 1
defense factor 1 1 1 1
.FI
.s1
-Cost to des is the cost to designate the sector type. This is charged when you
-give the designate command. Note that if the BIG_CITY option is
-enabled, then 'c' sectors also cost money, lcm's and hcm's to build,
-and they can hold 10x as many civs as other sectors.
-.s1
-You can also build infrastructure into your sectors. That is how the
-mobilty, for both commodities and units, is determined. You can also
-raise the defensive value of your sectors to a maximum amount (which is
-shown in the "show sect stats" described below.)
-.s1
-.EX des 2,0 f
-That just cost you $500
-.s1
-Cost for 1% efficiency is the $$ cost per point of efficiency built.
-Lcms/Hcms for 1% are similar.
-
+.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
+sectors. See \*Qinfo Infrastructure\*U for details.
+.s1
+To check out various stats, you do:
.EX show sect stats
.NF
- max max -- packing bonus --
- sector type mcost off def mil uw civ bar other
-\&. sea 0 0.00 0.00 1 1 1 1 1
-^ mountain 25 1.00 4.00 1 1 1 1 1
-s sanctuary 0 0.00 99.00 1 1 1 1 1
-\e wasteland 0 0.00 99.00 1 1 1 1 1
-- wilderness 2 1.00 2.00 1 1 1 1 1
-c capital 2 1.00 2.00 1 1 1 1 1
-u uranium mine 2 1.00 2.00 1 1 1 1 1
-p park 2 1.00 1.50 1 1 1 1 1
-d defense plant 2 1.00 1.50 1 1 1 1 1
+ 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
-This shows the relative cost to move through the sector types, and the
-offensive and defensive values of the sector types. For example, a capital
-with a 100% defensive efficiency is twice as good as a park (since the
-base value is 1.00.) All sectors start with a 0% defensive efficiency,
-thus they all start with a defense of 1.00. You can increase the
-defensive capability of any sector up to the amount shown by the "max def"
-column.
-
+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
+100%.
+.s1
+Combat strength is multiplied by sector offensive factor on attack and
+defensive factor on defense. Columns max off and def show them for
+100% efficiency. They're always 1 for 0%, except for mountains, where
+the 0% defensive factor is 2. Both factors change linearly between 0%
+and 100%.
+.s1
+Some sector types are more adept at moving certain commodities: the
+mobility cost is divided by a packing bonus.
+.s1
+Column max pop shows how many civilians and uncompensated workers the
+sector type can hold.
+.s1
+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
-This shows what the sector produces, raw materials required to make
-one product, tech and edu requirements, production efficiency
-multiplier, monetary cost and resource depletion. See info
-\*QProducts\*U for details.
+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 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 "improve, designate, show, BTU, Sectors, Ship-types"
+.SA "designate, show, improve, BTU, Sectors, Producing, Products, Transportation"