X-Git-Url: http://git.pond.sub.org/?p=empserver;a=blobdiff_plain;f=info%2FSector-types.t;h=6d2643d54e4a40b9b82acb279678b572bfdf39e8;hp=b410e3c7c8597f07050a5a8d0fe4c8dd15a5cb63;hb=4a714a37d;hpb=7d37e4152788d2d9e53b46f7b9b7924538dd1d92 diff --git a/info/Sector-types.t b/info/Sector-types.t index b410e3c7c..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 @@ -265,42 +269,42 @@ sectors. See \*Qinfo Infrastructure\*U for details. To check out various stats, you do: .EX show sect stats .NF - mob cost max max -- packing bonus -- max - sector type 0% 100% off def mil uw civ bar other pop -\&. sea no way 0.00 0.00 1 1 10 1 1 0 -^ mountain 2.4 1.2 1.00 4.00 1 1 10 1 1 100 -s sanctuary no way 0.00 99.00 1 1 10 1 1 1000 -\e wasteland no way 0.00 99.00 1 1 10 1 1 0 -- wilderness 0.4 0.4 1.00 2.00 1 1 10 1 1 1000 -c capital 0.4 0.2 1.00 2.00 1 1 10 1 1 1000 -u uranium mine 0.4 0.2 1.00 2.00 1 1 10 1 1 1000 -p park 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -d defense plant 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -i shell industry 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -m mine 0.4 0.2 1.00 2.00 1 1 10 1 1 1000 -g gold mine 0.4 0.2 1.00 2.00 1 1 10 1 1 1000 -h harbor 0.4 0.2 1.00 1.50 1 2 10 5 10 1000 -w warehouse 0.4 0.2 1.00 1.50 1 2 10 5 10 1000 -* airfield 0.4 0.2 1.00 1.25 1 1 10 1 1 1000 -a agribusiness 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -o oil field 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -j light manufacturing 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -k heavy manufacturing 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -f fortress 0.4 0.2 2.00 4.00 1 1 10 1 1 1000 -t technical center 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -r research lab 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -n nuclear plant 0.4 0.2 1.00 2.00 1 1 10 1 1 1000 -l library/school 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -+ highway 0.4 0.0 1.00 1.00 1 1 10 1 1 1000 -) radar installation 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -! headquarters 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -# bridge head 0.4 0.0 1.00 1.00 1 1 10 1 1 1000 -= bridge span 0.4 0.0 1.00 1.00 1 1 10 1 1 100 -b bank 0.4 0.2 1.00 2.25 1 1 10 4 1 1000 -% refinery 0.4 0.2 1.00 1.50 1 1 10 1 1 1000 -e enlistment center 0.4 0.2 1.00 2.00 1 1 10 1 1 1000 -~ plains 0.4 0.2 1.00 1.50 1 1 10 1 1 100 -@ bridge tower 0.4 0.0 1.00 1.50 1 1 10 1 1 100 + 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 @@ -321,36 +325,39 @@ sector type can hold. 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"