(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
133 lines
5.1 KiB
Perl
133 lines
5.1 KiB
Perl
.TH Concept Products
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.NA Products "Formulas for the production of commodities"
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.LV Basic
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.s1
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Many Empire sector types exist specifically
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to turn \*Qraw\*U materials into products.
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Some of those products may, in turn,
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be considered raw materials for other industries
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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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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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that a country with a technology level of 0
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has a production efficiency of 50%
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and will only produce one-half of the specified product amount
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for the given costs,
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whereas a country with a technology level of 100
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will have a production efficiency of 92%.
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.s1
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In addition, some sectors don't produce raw materials as well as others,
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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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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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and 1 unit for the heavy.
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\*QNatural resources\*U such as fertility
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count as one unit of constituents;
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e.g., it takes 1 unit of work per unit of food produced.
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.s1
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.in \w'technology\0\0'u
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.L shells
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Shell production efficiency depends on technology level;
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p.e.=(tlev-20)/(tlev-10)
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Shells cost $3 each to manufacture.
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Each requires 2 units of light construction materials
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and 1 unit of heavy construction materials.
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You must have a minimum technology of 20 to produce shells.
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.L guns
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Gun production depends on technology level;
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p.e.=(tlev-20)/(tlev-10)
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Guns cost $30 each to manufacture.
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Each requires 5 units of light construction materials,
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10 units of heavy 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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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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.L dust
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Gold dust production depends on gold mineral content in gold mines.
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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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.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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.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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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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.L lcm
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Light construction material production efficiency
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depends on technology level;
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p.e.=(tlev+10)/(tlev+20).
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Producing lcms does not cost money, but requires 1 unit of iron ore.
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.L hcm
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Heavy construction material production efficiency
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depends on technology level;
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p.e.=(tlev+10)/(tlev+20).
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Producing hcms does not cost money, but requires 2 unit of iron ore.
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.L rad
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Radioactive material production efficiency depends on technology level,
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which must be at least 40.
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p.e.=(tlev-40)/(tlev-30).
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Producing rads cost $2 per ton,
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and depletes the uranium content of the sector.
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.L education
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A unit of education (a \*Qclass of graduates\*U),
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costs $10 to produce and requires 1 unit
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of light construction materials (see "info Education").
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.L happiness
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A unit of happiness (\*Qhappy strollers\*U),
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costs $10 to produce and requires 1 unit
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of light construction materials (see "info Happiness").
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.L technology
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Technology production efficiency depends on education level;
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p.e.=(elev-5)/(elev+5).
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A unit of technology (a \*Qtechnological breakthrough\*U),
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costs $5 times the number of ETUs per update
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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. For more details about how
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technology level is calculated from technology units, see "info Technology".
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.L research
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Research production efficiency depends on education level;
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p.e.=(elev-5)/(elev+5).
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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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.in
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.SA "Producing, Updates"
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