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.
This commit is contained in:
Markus Armbruster 2006-07-11 19:02:43 +00:00
parent 6fbb5c88fc
commit 992879941b

View file

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