
a number of Subjects files to prevent name conflicts where the only the case is difference. Attack -> Attacking Moving -> Transportation Move -> Moving Market -> Commerce Nation -> Nations Production -> Producing Update -> Updating
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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