.TH Concept Products .NA Products "Formulas for the production of commodities" .LV Basic .s1 Many Empire sector types exist specifically to turn \*Qraw\*U materials into products. Some of those products may, in turn, be considered raw materials for other industries which produce other products. .s1 This table gives the constituents and costs for each type of product. .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%. .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. .s1 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 and 1 unit for the heavy. \*QNatural resources\*U such as fertility count as one unit of constituents; 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"). .s1 Note that the resource depletion documented above can be customized by the deity. .in .SA "Producing, Updates"