be considered raw materials for other industries
which produce other products.
.s1
-This table gives the constituents and costs for each type of product.
+The show command displays characteristics of products:
.s1
-All costs given in the table are for 100% production efficiency.
-Many processes depend on technology level
-or educational level of the country;
-a note like \*Qp.e.=(tlev+10)/(tlev+20)\*U means
-that a country with a technology level of 0
-has a production efficiency of 50%
-and will only produce one-half of the specified product amount
-for the given costs,
-whereas a country with a technology level of 100
-will have a production efficiency of 92%.
+.EX show product
+.NF
+product cost raw materials reso dep level p.e.
+ iron i $0 min 0 1.0
+ dust d $0 gold 20 1.0
+ food f $0 fert 0 (tech+10)/(tech+20)
+ oil o $0 ocont 10 (tech+10)/(tech+20)
+ rad r $2 uran 35 (tech-40)/(tech-30)
+ shells s $3 2l 1h (tech-20)/(tech-10)
+ guns g $30 1o 5l 10h (tech-20)/(tech-10)
+ petrol p $1 1o (tech-20)/(tech-10)
+ bars b $10 5d 1.0
+ lcm l $0 1i (tech+10)/(tech+20)
+ hcm h $0 2i (tech+10)/(tech+20)
+ tech $300 1d 5o 10l (educ-5)/(educ+5)
+medical $90 1d 5o 10l (educ-5)/(educ+5)
+ edu $9 1l 1.0
+ happy $9 1l 1.0
+.FI
.s1
-In addition, some sectors don't produce raw materials as well as others,
-and some produce much better than others. Use the "show sector capabilities"
-command to see production efficiencies and other useful information on
-producing sectors.
+The columns are:
+.in \w'raw materials\0\0'u
+.L product
+The name of the product and the one-letter mnemonic of the commodity
+made, if any.
+.L cost
+Cost per unit of production.
+.L "raw materials"
+Raw materials for one unit of production.
+.L "reso dep"
+Natural resource exploited, and its rate of depletion.
+.L "level p.e."
+Level production efficiency, for 100% sector type production
+efficiency
+.in
.s1
-The rate at which constituents can be turned into products
+How much a sector can produce
is governed by the amount of \*Qwork\*U performed by its populace,
-divided by the units of constituents
-per unit of product.
+divided by the amount of raw materials
+per unit of production.
E.g., it takes 3 units of \*Qwork\*U to produce 1 shell;
2 units to incorporate the light construction materials
and 1 unit for the heavy.
-\*QNatural resources\*U such as fertility
-count as one unit of constituents;
+Mining a \*Qnatural resource\*U such as fertility
+takes one unit of work;
e.g., it takes 1 unit of work per unit of food produced.
.s1
-.in \w'technology\0\0'u
-.L shells
-Shell production efficiency depends on technology level;
-p.e.=(tlev-20)/(tlev-10)
-Shells cost $3 each to manufacture.
-Each requires 2 units of light construction materials
-and 1 unit of heavy construction materials.
-You must have a minimum technology of 20 to produce shells.
-.L guns
-Gun production depends on technology level;
-p.e.=(tlev-20)/(tlev-10)
-Guns cost $30 each to manufacture.
-Each requires 5 units of light construction materials,
-10 units of heavy construction materials,
-and 1 unit of oil.
-You must have a minimum technology of 20 to produce guns.
-.L iron
-Iron ore production depends on the mine's mineral richness.
-Extracting iron ore is free,
-and doesn't deplete the sector's mineral richness.
-.L dust
-Gold dust production depends on the mine's gold richness.
-Extracting gold dust is free,
-but depletes the sector's gold richness.
-.L bars
-Gold bars cost $10 to produce and require 5 units of gold dust each.
-.L food
-Food production efficiency depends on technology level
-and the fertility of the sector;
-p.e.=(tlev+10)/(tlev+20).
-Growing food is free,
-and doesn't deplete the sector's fertility.
-.L oil
-Oil production efficiency depends on technology level
-and the oil content of the sector;
-p.e.=(tlev+10)/(tlev+20).
-Pumping oil is free,
-but depletes the sector's oil content.
-.L petrol
-Petrol production depends on technology level;
-p.e.=(tlev-20)/(tlev-10).
-A unit of petrol costs $1 to manufacture.
-Every 10 units of petrol require 1 unit of oil to produce.
-You must have a minimum technology of 20 to produce petrol.
-.L lcm
-Light construction material production efficiency
-depends on technology level;
-p.e.=(tlev+10)/(tlev+20).
-Producing lcms does not cost money, but requires 1 unit of iron ore.
-.L hcm
-Heavy construction material production efficiency
-depends on technology level;
-p.e.=(tlev+10)/(tlev+20).
-Producing hcms does not cost money, but requires 2 unit of iron ore.
-.L rad
-Radioactive material production efficiency depends on technology level,
-which must be at least 40.
-p.e.=(tlev-40)/(tlev-30).
-Producing rads cost $2 per ton,
-and depletes the uranium content of the sector.
-.L education
-A unit of education (a \*Qclass of graduates\*U),
-costs $10 to produce and requires 1 unit
-of light construction materials (see "info Education").
-.L happiness
-A unit of happiness (\*Qhappy strollers\*U),
-costs $10 to produce and requires 1 unit
-of light construction materials (see "info Happiness").
-.L technology
-Technology production efficiency depends on education level;
-p.e.=(elev-5)/(elev+5).
-A unit of technology (a \*Qtechnological breakthrough\*U),
-costs $5 times the number of ETUs per update
-to produce, and requires 10 units
-of light construction materials,
-5 units of oil and 1 unit of gold dust. For more details about how
-technology level is calculated from technology units, see "info Technology".
-.L research
-Research production efficiency depends on education level;
-p.e.=(elev-5)/(elev+5).
-A unit of research (a \*Qmedical discovery\*U),
-costs $90 to produce and requires 10 units
-of light construction materials,
-5 units of oil and 1 unit of gold dust (see "info Research").
+How many products each unit of production makes depends on the level
+production efficiency, which is the product's level p.e. (shown by
+"show product") times the sector type's p.e. (shown by "show sect
+stats"). Production requires a level p.e. above zero, obviously.
.s1
-Note that the resource depletion documented above can be customized by
-the deity.
-.in
-.SA "Producing, Updates"
+Say your country is at tech level 25. Then your agribusinesses' level
+p.e. is (25+10)/(25+20) * 900% = 7, i.e. they'll make 7 food per unit
+of production. Your shell industries' level p.e. is only
+(25-20)/(25-10) * 100% = 1/3, i.e. they'll make 1 shell per three
+units of production. Your uranium mines can't produce at all, because
+their level p.e. is negative.
+.s1
+.SA "Producing, Updates, Item-types"
.NA show "Characteristics of sectors, units, updates and more"
.LV Basic
.SY "show <land|nuke|plane|sector|ship> [b|s|c] [tech]"
-.SY "show <bridge|item|news|tower>"
+.SY "show <bridge|item|news|product|tower>"
.SY "show <updates> [number]"
The show command shows characteristics of sectors, units (ships,
-planes, land units and nukes), bridges (spans and towers), items and
-news, as well as information on updates.
+planes, land units and nukes), bridges (spans and towers), items, news
+and products, as well as information on updates.
.s1
Characteristics are more fully described in separate info
pages (Ship-types, Nuke-types, etc.).
75kt fusion 3 90 3 320 106 $ 20000
.FI
.s1
-.SA "Ship-types, Nuke-types, Plane-types, Unit-types, Sector-types, Ships, Planes, LandUnits, Nukes, Bridges, Item-types, newspaper, Updates"
+.SA "Ship-types, Nuke-types, Plane-types, Unit-types, Sector-types, Ships, Planes, LandUnits, Nukes, Bridges, Item-types, Products, newspaper, Updates"