Don't refer to Innards, it's obsolete. Clarify work. Talk about
petrol, not petroleum. Advise that resource depletion is configurable. Clean up prose somewhat.
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@ -10,7 +10,7 @@ which produce other products.
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.s1
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This table gives the constituents and costs for each type of product.
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.s1
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NOTE: All costs given in the table are for 100% production efficiency.
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All costs given in the table are for 100% production efficiency.
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Many processes depend on technology level
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or educational level of the country;
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a note like \*Qp.e.=(tlev+10)/(tlev+20)\*U means
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@ -26,9 +26,9 @@ and some produce much better than others. Use the "show sector capabilities"
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command to see production efficiencies and other useful information on
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producing sectors.
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.s1
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The rate at which constituents are turned into products
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is governed by the \*Qwork\*U accrued to a sector
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(see \*Qinfo Innards\*U) divided by the units of constituents
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The rate at which constituents can be turned into products
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is governed by the amount of \*Qwork\*U performed by its populace,
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divided by the units of constituents
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per unit of product.
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E.g., it takes 3 units of \*Qwork\*U to produce 1 shell;
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2 units to incorporate the light construction materials
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@ -54,41 +54,33 @@ Each requires 5 units of light construction materials,
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and 1 unit of oil.
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You must have a minimum technology of 20 to produce guns.
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.L iron
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Iron ore production depends on mineral content in mines.
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Iron ore production depends on the mine's mineral richness.
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Extracting iron ore is free,
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and the mineral content of the sector is not depleted
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by mining iron.
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and doesn't deplete the sector's mineral richness.
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.L dust
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Gold dust production depends on gold mineral content in gold mines.
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Gold dust production depends on the mine's gold richness.
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Extracting gold dust is free,
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but the gold mineral content of the sector is depleted
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by mining gold dust. In addition, mountains may sometimes produce
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gold dust as well. The efficiency of mountains producing gold dust
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may not be as good as gold mines. Use the "show sector capabilities"
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command to see the production efficiency of sectors.
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but depletes the sector's gold richness.
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.L bars
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Gold bars are produced in banks.
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Gold bar production depends on gold dust in gold mines.
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Gold bars cost $10 to produce and require 5 units of gold dust each.
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.L food
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Food production efficiency depends on technology level
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and the fertility of the sector;
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p.e.=(tlev+10)/(tlev+20).
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Growing food is free,
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and the fertility of the sector is not depleted by growing food.
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and doesn't deplete the sector's fertility.
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.L oil
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Oil production efficiency depends on technology level
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and the oil content of the sector;
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p.e.=(tlev+10)/(tlev+20).
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Pumping oil is free,
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but the oil content of the sector is depleted
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by extracting and refining oil.
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.L petroleum
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Petroleum production depends on technology level;
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but depletes the sector's oil content.
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.L petrol
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Petrol production depends on technology level;
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p.e.=(tlev-20)/(tlev-10).
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A unit of petroleum costs $1 to manufacture.
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Every 10 units of petroleum require 1 unit of oil to produce.
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You must have a minimum technology of 20 to produce petroleum.
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A unit of petrol costs $1 to manufacture.
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Every 10 units of petrol require 1 unit of oil to produce.
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You must have a minimum technology of 20 to produce petrol.
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.L lcm
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Light construction material production efficiency
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depends on technology level;
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@ -129,5 +121,8 @@ A unit of research (a \*Qmedical discovery\*U),
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costs $90 to produce and requires 10 units
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of light construction materials,
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5 units of oil and 1 unit of gold dust (see "info Research").
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.s1
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Note that the resource depletion documented above can be customized by
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the deity.
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.in
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.SA "Producing, Updates"
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