The collection value of a sector is sector value = sector type value * (sector efficiency + 100) + sum of item values item value = item type value * amount The sector and item type values are configurable. The item type collect values aren't too far off the power values: uid mnem pow val pow/val 0 "c" 50 1 50 1 "m" 100 0 inf 2 "s" 125 5 25 3 "g" 950 60 15.8 4 "p" 7 4 1.75 5 "i" 10 2 5 6 "d" 200 20 10 7 "b" 2500 280 8.9 8 "f" 0 0 NaN 9 "o" 50 8 6.25 10 "l" 20 2 10 11 "h" 40 4 10 12 "u" 50 1 50 13 "r" 50 150 0.33 The power value is very roughly ten times the collect value, except for civilians and uw it's 50, for rads its 0.33, and military are free to collect. The latter two make no sense. Replace the item type collect value by the power value / 50 for people, and by the power value / 10 for everything else. This makes collecting military, shells, guns and uw more expensive, and petrol, bars, iron, oil and rads cheaper. The sector type values are basically arbitrary. For instance, an iron mine costs five times as much as a wilderness, but a third of an uranium mine, regardless of actual resource contents. Replace this by different arbitrary values: sector value = (item value of materials necessary to build it + build cost) * efficiency / 100 + sector type maximum population + sum of item values Some sector types become cheaper, some more expensive. Drop sect-chr and item selector value. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
62 lines
2.1 KiB
Perl
62 lines
2.1 KiB
Perl
.TH Concept "Item types"
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.NA Item-types "Description of the different types of items"
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.LV Basic
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.s1
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The different kinds of people and materials are called items, or
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sometimes commodities.
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.s1
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The show command displays the detailed characteristics of items.
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.s1
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.EX show item
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.NF
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item power sell lbs packing melt item
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mnem in no wh ur bk deno name
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c 50 no 1 1 10 10 10 10 4 civilians
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m 100 yes 1 1 1 1 1 1 20 military
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s 125 yes 1 1 1 10 1 1 80 shells
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g 950 yes 10 1 1 10 1 1 100 guns
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p 7 yes 1 1 1 10 1 1 50 petrol
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i 10 yes 1 1 1 10 1 1 100 iron ore
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d 200 yes 5 1 1 10 1 1 100 dust (gold)
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b 2500 yes 50 1 1 5 1 4 200 bars of gold
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f 0 yes 1 1 1 10 1 1 2 food
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o 50 yes 1 1 1 10 1 1 50 oil
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l 20 yes 1 1 1 10 1 1 100 light products
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h 40 yes 1 1 1 10 1 1 100 heavy products
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u 50 yes 2 1 1 2 1 1 2 uncompensated workers
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r 50 yes 8 1 1 10 1 1 1000 radioactive materials
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.FI
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.s1
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The meaning of the headings are:
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.in \w'packing wh\0\0'u
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.L "item mnem"
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A one-letter mnemonic abbreviation of the item name. Commands let you
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use this to select the item.
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.L power
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How much 1000 units of this item contribute to power (see \*Qinfo
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power\*U).
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.L value
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The value if the item is mortgaged.
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.L sell
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Whether you can sell the item on the market.
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.L lbs
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The weight of the item, which determines how much mobility it takes to
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move it.
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.L "packing in"
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The packing bonus the item receives in inefficient (<60%) sectors.
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.L "packing no"
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The packing bonus the item receives in normal sectors.
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.L "packing wh"
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The packing bonus the item receives in warehouse sectors.
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.L "packing ur"
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The packing bonus the item receives in urban sectors.
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.L "packing bk"
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The packing bonus the item receives in bank sectors.
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.L "item name"
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The full name of the item.
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.in
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.s1
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To find out which sectors are in what packing groups, try the "show
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sector s" command.
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.s1
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.SA "Commodities, Products, show, Sector-types, Producing"
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