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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Markus Armbruster 2006-07-11 18:59:44 +00:00
parent ceb8dbfaed
commit 6fbb5c88fc

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