Poorly worded, many little errors, not enough focus. Rewrite,
basically. Same outline, but almost every sentence is changed. Replace some details by references. Document show sect properly.
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@ -11,41 +11,39 @@
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~ plains w warehouse e enlistment center
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~ plains w warehouse e enlistment center
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c capital/city u uranium mine ! headquarters
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c capital/city u uranium mine ! headquarters
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p park * airfield
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p park * airfield
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COMMUNICATIONS a agribusiness FINANCIAL
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a agribusiness FINANCIAL
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+ highway o oil field b bank
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COMMUNICATIONS o oil field b bank
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) radar installation j light manufacturing
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+ highway j light manufacturing
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# bridge head k heavy manufacturing
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) radar installation k heavy manufacturing
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= bridge span % refinery
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# bridge head % refinery
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= bridge span
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@ bridge tower
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@ bridge tower
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.FI
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.FI
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.ce
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BASICS
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BASICS
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SEA - Sea sectors form natural barriers that can
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SEA - Sea sectors form natural barriers that can
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only be crossed by ships, (made in harbors, below),
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only be crossed by ships or spanned by bridges.
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or spanned by bridges, (also below).
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You can't designate anything else to be sea,
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You can not designate anything else to be sea
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nor can sea be designated to be anything else.
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nor can sea be designated to be anything else.
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MOUNTAIN - Mountain sectors form another natural
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MOUNTAIN - Mountain sectors form another natural
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barrier that cannot be redesignated; however, they can be
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barrier that cannot be redesignated; however, they can be
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moved through (at great expense in terms of mobility units).
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moved through, at great expense in terms of mobility.
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In an emergency, they can be used as capital. See \*Qinfo capital\*U
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In a pinch, mountains can be used as capital. They generate
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for more information. In addition, mountains can only hold a maximum
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very few BTUs, and represent being 'holed up in the mountains',
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of 1/10th the civilians and uncompensated workers that other sectors
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perhaps like Pancho Villa.
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can normally have. And military, civilians and uncompensated workers that
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Mountains typically hold only 1/10th of the civilians and
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will actually produce anything there are also limited to 1/10th.
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uncompensated workers that other sectors do.
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SANCTUARY - Sanctuary sectors are created when
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SANCTUARY - Sanctuary sectors are created when
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a new nation is created.
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a new nation is created.
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They are inviolate in that no one can fire at them or attack them.
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They are inviolate in that no one can attack or harm them.
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This protection ends
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This protection ends
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when the new country first moves out of the sanctuary
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when the new country first moves out of the sanctuary.
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(called \*Qbreaking sanctuary\*U); the sector then becomes a capital.
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This is called \*Qbreaking sanctuary\*U. See \*Qinfo break\*U for
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NOTE: in games with multiple sanctuaries per country ALL sanctuaries
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details.
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become capitals when any one does!
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WASTELAND - This is the result of the explosion of a nuclear device.
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WASTELAND - This is the result of the explosion of a nuclear device.
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Wastelands are uninhabitable forever.
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Wastelands are uninhabitable forever.
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@ -53,95 +51,67 @@ Wastelands are uninhabitable forever.
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WILDERNESS - Most of the world is wilderness
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WILDERNESS - Most of the world is wilderness
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at the beginning of the game.
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at the beginning of the game.
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Wilderness has no particular attributes;
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Wilderness has no particular attributes;
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you can move into it if unoccupied, thereby
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you will probably want to
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making it your territory, but will probably want to
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designate it as something else once you own it.
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designate it as something else once you own it.
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PLAINS - Plains sectors form another natural barrier that cannot
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PLAINS - Plains sectors form another natural barrier that cannot
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be redesignated. They can be occupied and moved through however.
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be redesignated. They can be occupied and moved through however.
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In addition, plains can only hold a maximum of 1/20th the civilians
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Plains typically hold only 1/10th of the civilians and
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and uncompensated workers that other sectors can normally have.
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uncompensated workers that other sectors do.
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And military, civilians and uncompensated workers that
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will actually produce anything there are also limited to 1/20th.
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CAPITAL - Capitals are the source of bureaucracy time units (BTU's).
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CAPITAL/CITY - These sectors can serve as your capital. You'll be
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They accrue in proportion to the efficiency
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quite helpless without a capital, as many commands require you to have
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of the capital and the number of civilians at work in it.
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one. Your capital is also your source of bureaucratic time units
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(see info BTU).
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(BTUs), see \*Qinfo BTU\*U.
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Most commands use up BTU's,
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A nation may only have one active capital at a time, although many
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(see \*Qlist of commands\*U for numbers of BTU's used per command).
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sectors may be designated as capitals. Use the capital command to
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A nation may only have one active capital at a time
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make a capital the active one.
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(although many sectors may be designated as capitals).
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The capture of a capital has disastrous consequences, which are
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The capture of a capital will result in the loss of money from
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described in \*Qinfo capital \*U.
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the victim nation (see info capital),
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Capitals are typically better at defending against attack than other
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Capitals are twice as efficient at defending
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sectors, except fortresses.
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against attack as other sectors (except fortresses).
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Use the capital command to make a capital the active one.
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In a pinch, mountains can be used as capitals. They generate
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very few BTU's, and represent being 'holed up in the mountains',
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perhaps like Pancho Villa. Note that if the BIG_CITY option is
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enabled, then 'c' sectors stand for 'cities' and can hold 10x as many
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civs. They also get a 10x packing bonus for moving civs, and require
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a certain number of lcm's, hcm's, and $$ to build (see show sect build).
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Cities also have canals which allows ships with canal cability
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(see info \*QShip-types\*U) to navigate
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through them.
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PARK - Parks are provided solely for the convenience of the
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PARK - Parks are provided solely for the convenience of the
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people.
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people.
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Parks require construction materials to provide maintenance
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Parks require construction materials to provide maintenance
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services and
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services and
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add to a nation's \*Qhappiness\*U level.
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add to a nation's \*Qhappiness\*U level.
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The conversion of \*Qraw\*U materials takes place automatically
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at a rate dependent on the efficiency of the sector,
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the presence of the required materials,
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and the number of workers in the sector.
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COMMUNICATIONS
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COMMUNICATIONS
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HIGHWAY - Whenever you move civilians, ore, gold,
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HIGHWAY - Moving stuff through sectors costs mobility. Efficienct
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etc, mobility units (\*Qmob\*U on the census) are consumed dependent
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highways cost much less than other sectors. To find out more about
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on how far and how much you move.
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moving stuff, start with \*info Transportation\*.
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However if the movement is through 100% efficient highway
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it costs much less to move.
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RADAR - Radar stations can scan the surrounding
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RADAR - Radar stations can scan the surrounding
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area (up to 16 units away for 100% efficiency) and generate
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area, and generate
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a radar plot identifying sector types at distances up to 1/3
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a radar plot identifying sector types at distances up to 1/3
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their range and ships up to their full range.
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their range and ships up to a distance depending on ship visibility.
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BRIDGE HEAD - Bridge heads are the land based ends of bridges.
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BRIDGE HEAD - Bridge heads are the land based ends of bridges.
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They, like harbors, turn construction materials into
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They let you build bridge spans; see \*Qinfo build\*U for how.
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bridge spans; see \*Qinfo build\*U for the details of this process.
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If option EASY_BRIDGES is enabled, any sector can build bridges, not
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and are much like highways except for three things:
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just bridge heads.
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BRIDGE SPAN - A bridge span is the suspended part of a bridge that
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crosses water sectors. Bridge spans are built and supported by bridge
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heads and are much like highways except for two things:
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.br
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.br
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(1) Bridge spans provide food through fishing,
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(1) Bridge spans must maintain at least 20% efficiency or else they
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(the fertility can be thought of as fish-count).
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(This is deity-settable, however.. in many games, bridges do not
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provide food. Be sure to ask)
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.br
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(2) Bridge spans must maintain at least 20% efficiency or else they
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collapse.
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collapse.
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.br
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.br
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(3) If the only bridge head supporting a particular bridge span is
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(2) If the only bridge head supporting a particular bridge span is
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redesignated as something else the bridge span will collapse.
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redesignated as something else, the bridge span will collapse, unless
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(If the EASY_BRIDGES option is in use, bridges do not need bridgeheads.
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option EASY_BRIDGES is enabled.
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Check \*Qinfo build\*U for the details)
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BRIDGE TOWER - Bridge towers are like bridge heads you can build
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BRIDGE TOWER - Bridge towers are like bridge heads you can build
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out in the ocean. You can only build bridge towers from a bridge
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out in the ocean. They are only available if option BRIDGETOWERS is
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span, and in open water (not adjacent to any land or other bridge
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enabled. You build bridge towers from a bridge span into open water,
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towers.) From a bridge tower, you can build other bridge spans.
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not adjacent to any land or other bridge towers. From a bridge tower,
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The BRIDGETOWERS option must be enabled for you to be able to
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you can build other bridge spans.
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build bridge towers.
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.br
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Bridge towers must maintain at least 20% efficiency or else they
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Bridge towers must maintain at least 20% efficiency or else they
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collapse. Any bridges connected to the tower will collapse as
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collapse.
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well, unless held up by another adjacent structure (bridge head,
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bridge tower or land if EASY_BRIDGES is enabled.)
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FINANCIAL
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FINANCIAL
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@ -151,138 +121,71 @@ They include a smelter to refine gold dust into gold bars.
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While the bars are stored in the bank the busy little bankers
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While the bars are stored in the bank the busy little bankers
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invest them and return a profit on their use.
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invest them and return a profit on their use.
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Banks are of the Fort Knox variety; they are more impervious to shelling
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Banks are of the Fort Knox variety; they are more impervious to shelling
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than any other sector and militia in them fight twice as hard
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than most other sectors, and military in them fight harder
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against attack as those in industries.
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against attack as those in industries.
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Banks are also particularly adept at moving gold bars around;
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Banks are also particularly adept at moving gold bars around;
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bars are moved and stored in groups of four thus fewer mobility units
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fewer mobility units
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are required to move a gold bar from a bank than anywhere else.
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are required to move a gold bar from a bank than from an ordinary sector.
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INDUSTRIES
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INDUSTRIES
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DEFENSE - In defense plants construction materials are turned into guns.
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DEFENSE - Defense plants turn construction materials into guns.
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The conversion of \*Qraw\*U materials into guns
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Guns are required to equip fortresses, warships, some land units and
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takes place automatically at a rate dependent on
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for sector flak.
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the efficiency of the sector,
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the presence of the required materials,
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the technology level of the country,
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and the number of workers in the sector.
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See \*Qinfo Products\*U for information on the materials required to
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produce guns.
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SHELL INDUSTRY - These sectors are similar to defense
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SHELL INDUSTRY - These sectors are similar to defense
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plant sectors except they turn construction materials into
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plant sectors except they turn construction materials into
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shells.
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shells.
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The conversion of \*Qraw\*U materials takes place automatically
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Most of anything that goes boom expends shells in the process.
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at a rate dependent on the efficiency of the sector,
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the presence of the required materials,
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the technology level of the country,
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and the number of workers in the sector.
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See \*Qinfo Products\*U for information on the materials required.
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One shell is used each time you fire,
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(except for submarines which use three shells to make one torpedo).
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MINE - Mines produce iron ore by digging it out of the ground.
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MINE - Mines produce iron ore by digging it out of the ground.
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The rate at which it is produced is dependent on three factors;
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Iron is required to make construction materials.
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the efficiency of the mine,
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the number of civilians working in the mine,
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and the mineral sample for the sector (\*Qmin\*U on the census report).
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Iron is a \*Qrenewable\*U resource; i.e. digging up iron does not
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deplete the mineral content of the sector.
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GOLD MINE - Gold mines are similar to ordinary
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GOLD MINE - Gold mines are similar to ordinary
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mines, (above), except that they produce gold dust.
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mines, except that they produce gold dust.
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The rate at which it is extracted is dependent on three factors;
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Gold dust is required to make gold bars, which are an important source
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the efficiency of the sector,
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of income.
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the size of the labor force in the sector,
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and the gold sample for the sector (\*Qgmin\*U on the census report).
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The raw gold dust can be transported to any sector but if it is left
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in a bank sector it will be refined into bars automatically .
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Gold is a non-renewable resource; i.e. extracting the gold depletes
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the gold content of the sector.
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URANIUM MINE - Uranium mines are very similar to gold
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URANIUM MINE - Uranium mines are very similar to gold
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mines, (above), except that they produce radioactive materials.
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mines, except that they produce radioactive materials.
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The rate at which it is extracted is dependent on three factors;
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the efficiency of the sector,
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the size of the labor force in the sector,
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and the uranium content of the sector
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(\*Quran\*U on the census report).
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Uranium is a non-renewable resource; i.e. extracting it depletes
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the content of the sector.
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HARBOR - Harbors combine shipyard facilities and docks.
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HARBOR - Harbors combine shipyard facilities and docks.
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Construction materials are converted into ships
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This is where you build ships; see \*Qinfo build\*U for how. Harbors
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and the ships can be loaded and unloaded in the harbor,
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also repair incomplete or damaged ships, provided there's enough work
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(see \*Qinfo load\*U).
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and materials.
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No ships are constructed until the \*Qbuild\*U command is given,
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Harbors are good at moving commodities, and are often used as
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(see \*Qinfo build\*U).
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distribution centers.
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WAREHOUSE - Warehouses are used to store shells,
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WAREHOUSE - Warehouses are used to store commodities. They are good
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guns, iron, gold dust, food, oil, light construction materials, and
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at moving commodities, and are often used as distribution centers.
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heavy construction materials. Moving the above out of a
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warehouse only takes one tenth the mobility cost it normally would.
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Note: warehouses are often used as distribution centers.
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AIRFIELD - Airplanes can only be built in airports and most can
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AIRFIELD - This is where you build planes; see \*Qinfo build\*U for
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only take off and land at airports. (though some can take off
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how. Airfield also repair incomplete or damaged planes, provided
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and land in other sectors and some can take of and land on
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there's enough work and materials. Planes can take off and land at
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aircraft carriers see Ship-types for details)
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airfields. Some can take off and land in other sectors as well, and
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some can also use carriers; see \*Qinfo Plane-types\*U for details.
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AGRIBUSINESS - These sectors are large farms and provide food.
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AGRIBUSINESS - These sectors are large farms and provide food.
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Agribusiness sectors produce as much as five times as much food
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Agribusiness sectors produce much more food than other sectors.
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as other sectors.
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The harvesting takes place automatically
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at a rate dependent on the efficiency of the sector,
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the fertility of the sector (\*Qfert\*U in the census),
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the technology level of the country,
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and the number of workers in the sector.
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See \*Qinfo Products\*U for details.
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OIL - Oil fields produce oil by sucking it out of the ground.
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OIL - Oil fields produce oil by pumping it out of the ground.
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The extraction of oil takes place automatically
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at a rate dependent on the efficiency of the sector,
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the oil content of the sector (\*Qoil\*U on the census report),
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the technology level of the country,
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and the number of workers in the sector.
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Oil is a \*Qnon-renewable\*U resource; i.e. extracting oil
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depletes the oil content of the sector.
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REFINERY - Refineries produce petroleum by processing oil.
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REFINERY - Refineries produce petroleum by processing oil.
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This production takes place automatically
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at a rate dependent on the efficiency of the sector,
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the number of workers in the sector,
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and the technology level of the country.
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LIGHT - Light manufacturing plants produce light construction materials
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LIGHT - Light manufacturing plants produce light construction materials
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from iron.
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from iron.
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This production takes place automatically
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at a rate dependent on the efficiency of the sector,
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the iron in the sector,
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the technology level of the country,
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and the number of workers in the sector.
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HEAVY - Heavy manufacturing plants produce heavy construction materials
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HEAVY - Heavy manufacturing plants produce heavy construction materials
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from iron.
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from iron.
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This production takes place automatically
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at a rate dependent on the efficiency of the sector,
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the iron in the sector,
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the technology level of the country,
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and the number of workers in the sector.
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MILITARY / SCIENTIFIC
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MILITARY / SCIENTIFIC
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FORTRESS - Fortress sectors have many special characteristics;
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FORTRESS - Fortresses are military strongpoints, resistant to attack,
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you can fire guns from fortresses,
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adept at counter-attack. They can fire guns (unless option
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whenever an attack is launched from a fort or on
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NO_FORT_FIRE is enabled), and they repair damaged land units, provided
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a fort the militia in the fort are stronger than military
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there's enough work and materials.
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in any other type of sector by an amount proportional to
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the efficiency of the fort. (See information below in sector
|
|
||||||
stats)
|
|
||||||
Also, forts and commodities in forts are MUCH more resistant
|
|
||||||
to damage than normal sectors.
|
|
||||||
.s1
|
.s1
|
||||||
TECHNOLOGY - Technical centers are bastions
|
TECHNOLOGY - Technical centers are bastions
|
||||||
of \*Qpure\*U technology research,
|
of \*Qpure\*U technology research,
|
||||||
|
@ -290,106 +193,131 @@ which is to say universities with massive defense department grants.
|
||||||
They turn construction materials
|
They turn construction materials
|
||||||
into technological advances thereby raising the technology
|
into technological advances thereby raising the technology
|
||||||
level of the country (which affects gun ranges, pollution, etc.).
|
level of the country (which affects gun ranges, pollution, etc.).
|
||||||
The conversion of \*Qraw\*U materials takes place automatically
|
|
||||||
at a rate dependent on the efficiency of the sector,
|
|
||||||
the presence of the required materials,
|
|
||||||
the education level of the country,
|
|
||||||
and the number of workers in the sector.
|
|
||||||
.s1
|
.s1
|
||||||
RESEARCH - The research lab is a bastion of \*Qpure\*U medical research,
|
RESEARCH - The research lab is a bastion of \*Qpure\*U medical research,
|
||||||
which is to say it is a large university
|
which is to say it is a large university
|
||||||
with massive March-of-Dimes funding.
|
with massive March-of-Dimes funding.
|
||||||
The research lab turns construction materials into medical
|
The research lab turns construction materials into medical
|
||||||
discoveries which raise the research level of the country and
|
discoveries which raise the research level of the country and
|
||||||
help retard the spread of disease, (usually caused by the pollution
|
help retard the spread of disease (usually caused by the pollution
|
||||||
from technical centers).
|
from technical centers).
|
||||||
The conversion of \*Qraw\*U materials takes place automatically
|
|
||||||
at a rate dependent on the efficiency of the sector,
|
|
||||||
the presence of the required materials,
|
|
||||||
the education level of the country,
|
|
||||||
and the number of workers in the sector.
|
|
||||||
.s1
|
.s1
|
||||||
NUCLEAR - The nuclear lab is a bastion of applied technology,
|
NUCLEAR - The nuclear lab is a bastion of applied technology,
|
||||||
which is to say it is an immense underground building filled with
|
which is to say it is an immense underground building filled with
|
||||||
evil geniuses playing Adventure on huge computers.
|
evil geniuses playing Adventure on huge computers.
|
||||||
The nuclear lab turns construction materials into nuclear weapons.
|
You can build nuclear weapons here; see \*Qinfo build\*U for how.
|
||||||
No devices are constructed until the \*Qbuild\*U command is given,
|
|
||||||
(see \*Qinfo build\*U).
|
|
||||||
.s1
|
.s1
|
||||||
LIBRARY/SCHOOL - The library/school sector is the foundation
|
LIBRARY/SCHOOL - The library/school sector is the foundation
|
||||||
of a country's educational structure.
|
of a country's educational structure.
|
||||||
They use up construction materials to produce units of education
|
It uses up construction materials to produce units of education
|
||||||
which raise the educational
|
which raise the educational
|
||||||
level of the country (which affects the efficiency of research and
|
level of the country, which in turn affects the efficiency of research
|
||||||
technology sectors).
|
and
|
||||||
The conversion of \*Qraw\*U materials takes place automatically
|
technology sectors.
|
||||||
at a rate dependent on the efficiency of the sector,
|
|
||||||
the presence of the required materials,
|
|
||||||
and the number of workers in the sector.
|
|
||||||
.s1
|
.s1
|
||||||
ENLISTMENT - The enlistment sector is the boot camp of Empire.
|
ENLISTMENT - The enlistment sector is the boot camp of Empire.
|
||||||
It converts civilians into militia, once the efficiency level
|
It converts civilians into military.
|
||||||
has been raised to 60%.
|
|
||||||
Unlike the other production sectors,
|
Unlike the other production sectors,
|
||||||
it uses only militia as a workforce,
|
it can use only military as workforce for that.
|
||||||
and converts civilians in the sector into military.
|
|
||||||
.s1
|
.s1
|
||||||
HEADQUARTERS - This is where basic militia are converted into units.
|
HEADQUARTERS - This is where you build land units; see \*Qinfo
|
||||||
Headquarters also give a bonus to reaction radius for units in them,
|
build\*U for how. Headquarters also repair incomplete or damaged land
|
||||||
|
units, provided there's enough work and materials. They also give a
|
||||||
|
bonus to reaction radius for units deployed there,
|
||||||
allowing them to defend better.
|
allowing them to defend better.
|
||||||
.s1
|
.s1
|
||||||
|
Production takes place automatically at the update,
|
||||||
|
at a rate dependent on the efficiency of the sector,
|
||||||
|
your production efficiency for that product,
|
||||||
|
the presence of the required materials,
|
||||||
|
and the number of workers in the sector. \*Qinfo Products\*U has
|
||||||
|
more.
|
||||||
|
.s1
|
||||||
The \*Qshow\*U command can be used to show special things about sector
|
The \*Qshow\*U command can be used to show special things about sector
|
||||||
types. For example:
|
types. To check out build costs, you do:
|
||||||
.EX show sect build
|
.EX show sect build
|
||||||
.NF
|
.NF
|
||||||
sector type cost to des cost for 1% eff lcms for 1% hcms for 1%
|
sector type cost to des cost for 1% eff lcms for 1% hcms for 1%
|
||||||
f 500 5 0 1
|
- 0 0 0 0
|
||||||
|
f 0 5 0 1
|
||||||
|
|
||||||
Infrastructure building - adding 1 point of efficiency costs:
|
Infrastructure building - adding 1 point of efficiency costs:
|
||||||
type lcms hcms mobility $$$$
|
type lcms hcms mobility $$$$
|
||||||
road network 1 1 1 1
|
road network 2 2 1 2
|
||||||
rail network 2 2 1 3
|
rail network 1 1 1 1
|
||||||
defense factor 1 1 1 1
|
defense factor 1 1 1 1
|
||||||
.FI
|
.FI
|
||||||
.s1
|
.s1
|
||||||
Cost to des is the cost to designate the sector type. This is charged when you
|
Cost to des is the cost to designate the sector type. This is charged when you
|
||||||
give the designate command. Note that if the BIG_CITY option is
|
give the designate command.
|
||||||
enabled, then 'c' sectors also cost money, lcm's and hcm's to build,
|
|
||||||
and they can hold 10x as many civs as other sectors.
|
|
||||||
.s1
|
|
||||||
You can also build infrastructure into your sectors. That is how the
|
|
||||||
mobilty, for both commodities and units, is determined. You can also
|
|
||||||
raise the defensive value of your sectors to a maximum amount (which is
|
|
||||||
shown in the "show sect stats" described below.)
|
|
||||||
.s1
|
|
||||||
.EX des 2,0 f
|
|
||||||
That just cost you $500
|
|
||||||
.s1
|
.s1
|
||||||
Cost for 1% efficiency is the $$ cost per point of efficiency built.
|
Cost for 1% efficiency is the $$ cost per point of efficiency built.
|
||||||
Lcms/Hcms for 1% are similar.
|
Lcms/hcms for 1% are similar.
|
||||||
|
.s1
|
||||||
|
Sectors that cost nothing to designate and just $1 per point of
|
||||||
|
efficiency are not shown.
|
||||||
|
.s1
|
||||||
|
The show command also shows infrastructure build costs.
|
||||||
|
Infrastructure is additional facilities you can build up in your
|
||||||
|
sectors. See \*Qinfo Infrastructure\*U for details.
|
||||||
|
.s1
|
||||||
|
To check out various stats, you do:
|
||||||
.EX show sect stats
|
.EX show sect stats
|
||||||
.NF
|
.NF
|
||||||
max max -- packing bonus --
|
mob cost max max -- packing bonus -- max
|
||||||
sector type mcost off def mil uw civ bar other
|
sector type 0% 100% off def mil uw civ bar other pop
|
||||||
\&. sea 0 0.00 0.00 1 1 1 1 1
|
\&. sea no way 0.00 0.00 1 1 10 1 1 0
|
||||||
^ mountain 25 1.00 4.00 1 1 1 1 1
|
^ mountain 2.4 1.2 1.00 4.00 1 1 10 1 1 100
|
||||||
s sanctuary 0 0.00 99.00 1 1 1 1 1
|
s sanctuary no way 0.00 99.00 1 1 10 1 1 1000
|
||||||
\e wasteland 0 0.00 99.00 1 1 1 1 1
|
\e wasteland no way 0.00 99.00 1 1 10 1 1 0
|
||||||
- wilderness 2 1.00 2.00 1 1 1 1 1
|
- wilderness 0.4 0.4 1.00 2.00 1 1 10 1 1 1000
|
||||||
c capital 2 1.00 2.00 1 1 1 1 1
|
c capital 0.4 0.2 1.00 2.00 1 1 10 1 1 1000
|
||||||
u uranium mine 2 1.00 2.00 1 1 1 1 1
|
u uranium mine 0.4 0.2 1.00 2.00 1 1 10 1 1 1000
|
||||||
p park 2 1.00 1.50 1 1 1 1 1
|
p park 0.4 0.2 1.00 1.50 1 1 10 1 1 1000
|
||||||
d defense plant 2 1.00 1.50 1 1 1 1 1
|
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
|
||||||
.FI
|
.FI
|
||||||
This shows the relative cost to move through the sector types, and the
|
The two mob cost columns show the relative cost to move through such
|
||||||
offensive and defensive values of the sector types. For example, a capital
|
sectors at 0% and 100% efficiency. It changes linearly between 0% and
|
||||||
with a 100% defensive efficiency is twice as good as a park (since the
|
100%.
|
||||||
base value is 1.00.) All sectors start with a 0% defensive efficiency,
|
.s1
|
||||||
thus they all start with a defense of 1.00. You can increase the
|
Combat strength is multiplied by sector offensive factor on attack and
|
||||||
defensive capability of any sector up to the amount shown by the "max def"
|
defensive factor on defense. Columns max off and def show them for
|
||||||
column.
|
100% efficiency. They're always 1 for 0%, except for mountains, where
|
||||||
|
the 0% defensive factor is 2. Both factors change linearly between 0%
|
||||||
|
and 100%.
|
||||||
|
.s1
|
||||||
|
Some sector types are more adept at moving certain commodities: the
|
||||||
|
mobility cost is divided by a packing bonus.
|
||||||
|
.s1
|
||||||
|
Column max pop shows how many civilians and uncompensated workers the
|
||||||
|
sector type can hold.
|
||||||
|
.s1
|
||||||
|
Finally, to check out what sectors can do, use:
|
||||||
.EX show sect capabilities
|
.EX show sect capabilities
|
||||||
.NF
|
.NF
|
||||||
--- level --- reso
|
--- level --- reso
|
||||||
|
@ -411,9 +339,17 @@ l library/school edu 1 l 0 0 100 9 0
|
||||||
b bank bars 5 d 0 0 100 10 0 b
|
b bank bars 5 d 0 0 100 10 0 b
|
||||||
% refinery petrol 1 o tech 20 10 1000 1 0 p
|
% refinery petrol 1 o tech 20 10 1000 1 0 p
|
||||||
.FI
|
.FI
|
||||||
This shows what the sector produces, raw materials required to make
|
Column product shows what the sector produces, the use columns show
|
||||||
one product, tech and edu requirements, production efficiency
|
the raw materials required to make one unit of production, and column
|
||||||
multiplier, monetary cost and resource depletion. See info
|
$$$ shows how much money it costs.
|
||||||
\*QProducts\*U for details.
|
|
||||||
.s1
|
.s1
|
||||||
.SA "improve, designate, show, BTU, Sectors, Ship-types"
|
Columns level, min and lag show how the production efficiency depends
|
||||||
|
on a level (if any): p.e. = (level-min) / (level-min+lag).
|
||||||
|
.s1
|
||||||
|
Column eff% shows how many products are made per unit of production.
|
||||||
|
.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.
|
||||||
|
.s1
|
||||||
|
.SA "designate, show, improve, BTU, Sectors, Producing, Transportation"
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue