X-Git-Url: http://git.pond.sub.org/?p=empserver;a=blobdiff_plain;f=info%2FSector-types.t;h=6d2643d54e4a40b9b82acb279678b572bfdf39e8;hp=8ab9d65d6a68c25ac0ad0aaff51494683a3dd37a;hb=4a714a37d;hpb=e58be3179a6d221af3e9c212a8eda6e51c766bfb diff --git a/info/Sector-types.t b/info/Sector-types.t index 8ab9d65d6..6d2643d54 100644 --- a/info/Sector-types.t +++ b/info/Sector-types.t @@ -10,13 +10,13 @@ - 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 @@ -71,9 +71,9 @@ 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 +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 @@ -82,7 +82,7 @@ COMMUNICATIONS .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 @@ -118,7 +118,7 @@ FINANCIAL .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 @@ -170,7 +170,7 @@ AGRIBUSINESS - These sectors are large farms and provide food. 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 @@ -237,10 +237,12 @@ The \*Qshow\*U command can be used to show special things about sector 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 $$$$ @@ -249,14 +251,16 @@ rail network 1 1 1 1 defense factor 1 1 1 1 .FI .s1 -Cost to des is the cost to designate the sector type. This is charged when you -give the designate command. -.s1 -Cost for 1% efficiency is the $$ 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 @@ -321,27 +325,39 @@ sector type can hold. 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"