353 lines
15 KiB
Turing
353 lines
15 KiB
Turing
.TH Concept "Sector Types"
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.NA Sector-types "Description of different sector types"
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.LV Basic
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.NF
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BASICS INDUSTRIES MILITARY / SCIENTIFIC
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. sea d defense plant t technical center
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^ mountain i shell industry f fortress
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s sanctuary m mine r research lab
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\e wasteland g gold mine n nuclear plant
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- wilderness h harbor l library/school
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~ plains w warehouse e enlistment center
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c capital/city u uranium mine ! headquarters
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p park * airfield
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a agribusiness FINANCIAL
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COMMUNICATIONS o oil field b bank
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+ highway j light manufacturing
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) radar installation k heavy manufacturing
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# bridge head % refinery
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= bridge span
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@ bridge tower
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.FI
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.s1
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.ce
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BASICS
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.s1
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SEA - Sea sectors form natural barriers that can
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only be crossed by ships or spanned by bridges.
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You can't designate anything else to be sea,
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nor can sea be designated to be anything else.
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.s1
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MOUNTAIN - Mountain sectors form another natural
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barrier that cannot be redesignated; however, they can be
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moved through, at great expense in terms of mobility.
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In a pinch, mountains can be used as capital. They generate
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very few BTUs, and represent being 'holed up in the mountains',
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perhaps like Pancho Villa.
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Mountains typically hold only 1/10th of the civilians and
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uncompensated workers that other sectors do.
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.s1
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SANCTUARY - Sanctuary sectors are created when
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a new nation is created.
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They are inviolate in that no one can attack or harm them.
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This protection ends
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when the new country first moves out of the sanctuary.
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This is called \*Qbreaking sanctuary\*U. See \*Qinfo break\*U for
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details.
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.s1
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WASTELAND - This is the result of the explosion of a nuclear device.
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Wastelands are uninhabitable forever.
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.s1
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WILDERNESS - Most of the world is wilderness
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at the beginning of the game.
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Wilderness has no particular attributes;
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you will probably want to
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designate it as something else once you own it.
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.s1
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PLAINS - Plains sectors form another natural barrier that cannot
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be redesignated. They can be occupied and moved through however.
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Plains typically hold only 1/10th of the civilians and
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uncompensated workers that other sectors do.
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.s1
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CAPITAL/CITY - These sectors can serve as your capital. You'll be
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quite helpless without a capital, as many commands require you to have
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one. Your capital is also your source of bureaucratic time units
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(BTUs), see \*Qinfo BTU\*U.
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A nation may only have one active capital at a time, although many
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sectors may be designated as capitals. Use the capital command to
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make a capital the active one.
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The capture of a capital has disastrous consequences, which are
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described in \*Qinfo capital \*U.
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Capitals are typically better at defending against attack than other
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sectors, except fortresses.
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.s1
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PARK - Parks are provided solely for the convenience of the
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people.
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Parks require construction materials to provide maintenance
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services and
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add to a nation's \*Qhappiness\*U level.
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.s1
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.ce
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COMMUNICATIONS
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.s1
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HIGHWAY - Moving stuff through sectors costs mobility. Efficienct
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highways cost much less than other sectors. To find out more about
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moving stuff, start with \*Qinfo Transportation\*U.
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.s1
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RADAR - Radar stations can scan the surrounding
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area, and generate
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a radar plot identifying sector types at distances up to 1/3
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their range and ships up to a distance depending on ship visibility.
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.s1
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BRIDGE HEAD - Bridge heads are the land based ends of bridges.
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They let you build bridge spans; see \*Qinfo build\*U for how.
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If option EASY_BRIDGES is enabled, any sector can build bridges, not
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just bridge heads.
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.s1
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BRIDGE SPAN - A bridge span is the suspended part of a bridge that
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crosses water sectors. Bridge spans are built and supported by bridge
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heads and are much like highways except for two things:
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.br
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(1) Bridge spans must maintain at least 20% efficiency or else they
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collapse.
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.br
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(2) If the only bridge head supporting a particular bridge span is
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redesignated as something else, the bridge span will collapse, unless
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option EASY_BRIDGES is enabled.
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.s1
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BRIDGE TOWER - Bridge towers are like bridge heads you can build
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out in the ocean. They are only available if option BRIDGETOWERS is
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enabled. You build bridge towers from a bridge span into open water,
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not adjacent to any land or other bridge towers. From a bridge tower,
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you can build other bridge spans.
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Bridge towers must maintain at least 20% efficiency or else they
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collapse.
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.s1
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.ce
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FINANCIAL
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BANK - Banks are used for smelting and storing gold bars.
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They include a smelter to refine gold dust into gold bars.
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While the bars are stored in the bank the busy little bankers
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invest them and return a profit on their use.
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Banks are of the Fort Knox variety; they are more impervious to shelling
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than most other sectors, and military in them fight harder
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against attack as those in industries.
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Banks are also particularly adept at moving gold bars around;
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fewer mobility units
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are required to move a gold bar from a bank than from an ordinary sector.
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.s1
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.ce
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INDUSTRIES
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.s1
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DEFENSE - Defense plants turn construction materials into guns.
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Guns are required to equip fortresses, warships, some land units and
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for sector flak.
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.s1
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SHELL INDUSTRY - These sectors are similar to defense
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plant sectors except they turn construction materials into
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shells.
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Most of anything that goes boom expends shells in the process.
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MINE - Mines produce iron ore by digging it out of the ground.
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Iron is required to make construction materials.
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GOLD MINE - Gold mines are similar to ordinary
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mines, except that they produce gold dust.
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Gold dust is required to make gold bars, which are an important source
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of income.
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.s1
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URANIUM MINE - Uranium mines are very similar to gold
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mines, except that they produce radioactive materials.
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HARBOR - Harbors combine shipyard facilities and docks.
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This is where you build ships; see \*Qinfo build\*U for how. Harbors
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also repair incomplete or damaged ships, provided there's enough work
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and materials.
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Harbors are good at moving commodities, and are often used as
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distribution centers.
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WAREHOUSE - Warehouses are used to store commodities. They are good
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at moving commodities, and are often used as distribution centers.
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AIRFIELD - This is where you build planes; see \*Qinfo build\*U for
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how. Airfield also repair incomplete or damaged planes, provided
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there's enough work and materials. Planes can take off and land at
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airfields. Some can take off and land in other sectors as well, and
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some can also use carriers; see \*Qinfo Plane-types\*U for details.
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AGRIBUSINESS - These sectors are large farms and provide food.
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Agribusiness sectors produce much more food than other sectors.
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OIL - Oil fields produce oil by pumping it out of the ground.
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REFINERY - Refineries produce petroleum by processing oil.
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LIGHT - Light manufacturing plants produce light construction materials
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from iron.
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HEAVY - Heavy manufacturing plants produce heavy construction materials
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from iron.
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.s1
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.ce
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MILITARY / SCIENTIFIC
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FORTRESS - Fortresses are military strongpoints, resistant to attack,
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adept at counter-attack. They can fire guns (unless option
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NO_FORT_FIRE is enabled), and they repair damaged land units, provided
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there's enough work and materials.
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.s1
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TECHNOLOGY - Technical centers are bastions
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of \*Qpure\*U technology research,
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which is to say universities with massive defense department grants.
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They turn construction materials
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into technological advances thereby raising the technology
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level of the country (which affects gun ranges, pollution, etc.).
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RESEARCH - The research lab is a bastion of \*Qpure\*U medical research,
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which is to say it is a large university
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with massive March-of-Dimes funding.
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The research lab turns construction materials into medical
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discoveries which raise the research level of the country and
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help retard the spread of disease (usually caused by the pollution
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from technical centers).
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NUCLEAR - The nuclear lab is a bastion of applied technology,
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which is to say it is an immense underground building filled with
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evil geniuses playing Adventure on huge computers.
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You can build nuclear weapons here; see \*Qinfo build\*U for how.
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.s1
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LIBRARY/SCHOOL - The library/school sector is the foundation
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of a country's educational structure.
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It uses up construction materials to produce units of education
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which raise the educational
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level of the country, which in turn affects the efficiency of research
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and
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technology sectors.
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.s1
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ENLISTMENT - The enlistment sector is the boot camp of Empire.
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It converts civilians into military.
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Unlike the other production sectors,
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it can use only military as workforce for that.
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.s1
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HEADQUARTERS - This is where you build land units; see \*Qinfo
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build\*U for how. Headquarters also repair incomplete or damaged land
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units, provided there's enough work and materials. They also give a
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bonus to reaction radius for units deployed there,
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allowing them to defend better.
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.s1
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Production takes place automatically at the update,
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at a rate dependent on the efficiency of the sector,
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your production efficiency for that product,
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the presence of the required materials,
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and the number of workers in the sector. \*Qinfo Products\*U has
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more.
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.s1
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The \*Qshow\*U command can be used to show special things about sector
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types. To check out build costs, you do:
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.EX show sect build
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.NF
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desig build 100% eff maint
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sector type $ lcm hcm $ $
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- wilderness 0 0 0 0 0
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c capital 0 0 0 100 60
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f fortress 0 0 100 500 0
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any other 0 0 0 100 0
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Infrastructure building - adding 1 point of efficiency costs:
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type lcms hcms mobility $$$$
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road network 2 2 1 2
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rail network 1 1 1 1
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defense factor 1 1 1 1
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.FI
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.s1
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.in \w'build hcm\0\0'u
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.L "desig $"
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Cost charged by the designate command.
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.L "build lcm"
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The lcm required to build the sector.
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.L "build hcm"
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The hcm required to build the sector.
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.L "build $"
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What it costs to build the sector.
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.L "maint $"
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Cost of maintenance per update.
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.in
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.s1
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The show command also shows infrastructure build costs.
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Infrastructure is additional facilities you can build up in your
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sectors. See \*Qinfo Infrastructure\*U for details.
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.s1
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To check out various stats, you do:
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.EX show sect stats
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.NF
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mob cost max max naviga packing max
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sector type 0% 100% off def bility bonus pop
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\&. sea no way 0.00 0.00 sea normal 0
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^ mountain 2.4 1.2 1.00 4.00 land normal 100
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s sanctuary no way 0.00 99.00 land normal 1000
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\e wasteland no way 0.00 99.00 land normal 0
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- wilderness 0.4 0.4 1.00 2.00 land normal 1000
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c capital 0.4 0.2 1.00 2.00 canal normal 1000
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u uranium mine 0.4 0.2 1.00 2.00 land normal 1000
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p park 0.4 0.2 1.00 1.50 land normal 1000
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d defense plant 0.4 0.2 1.00 1.50 land normal 1000
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i shell industry 0.4 0.2 1.00 1.50 land normal 1000
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m mine 0.4 0.2 1.00 2.00 land normal 1000
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g gold mine 0.4 0.2 1.00 2.00 land normal 1000
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h harbor 0.4 0.2 1.00 1.50 harbor warehouse 1000
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w warehouse 0.4 0.2 1.00 1.50 land warehouse 1000
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* airfield 0.4 0.2 1.00 1.25 land normal 1000
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a agribusiness 0.4 0.2 1.00 1.50 land normal 1000
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o oil field 0.4 0.2 1.00 1.50 land normal 1000
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j light manufacturing 0.4 0.2 1.00 1.50 land normal 1000
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k heavy manufacturing 0.4 0.2 1.00 1.50 land normal 1000
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f fortress 0.4 0.2 2.00 4.00 land normal 1000
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t technical center 0.4 0.2 1.00 1.50 land normal 1000
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r research lab 0.4 0.2 1.00 1.50 land normal 1000
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n nuclear plant 0.4 0.2 1.00 2.00 land normal 1000
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l library/school 0.4 0.2 1.00 1.50 land normal 1000
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+ highway 0.4 0.0 1.00 1.00 land normal 1000
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) radar installation 0.4 0.2 1.00 1.50 land normal 1000
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! headquarters 0.4 0.2 1.00 1.50 land normal 1000
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# bridge head 0.4 0.0 1.00 1.00 land normal 1000
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= bridge span 0.4 0.0 1.00 1.00 bridge normal 100
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b bank 0.4 0.2 1.00 2.25 land bank 1000
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% refinery 0.4 0.2 1.00 1.50 land normal 1000
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e enlistment center 0.4 0.2 1.00 2.00 land normal 1000
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~ plains 0.4 0.2 1.00 1.50 land normal 100
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@ bridge tower 0.4 0.0 1.00 1.50 land normal 100
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.FI
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The two mob cost columns show the relative cost to move through such
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sectors at 0% and 100% efficiency. It changes linearly between 0% and
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100%.
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.s1
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Combat strength is multiplied by sector offensive factor on attack and
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defensive factor on defense. Columns max off and def show them for
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100% efficiency. They're always 1 for 0%, except for mountains, where
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the 0% defensive factor is 2. Both factors change linearly between 0%
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and 100%.
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.s1
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Some sector types are more adept at moving certain commodities: the
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mobility cost is divided by a packing bonus.
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.s1
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Column max pop shows how many civilians and uncompensated workers the
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sector type can hold.
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.s1
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Finally, to check out what sectors can do, use:
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.EX show sect capabilities
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.NF
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sector type product p.e.
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^ mountain dust 75%
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u uranium mine rad 100%
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p park happy 100%
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d defense plant guns 100%
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i shell industry shells 100%
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m mine iron 100%
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g gold mine dust 100%
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a agribusiness food 900%
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o oil field oil 100%
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j light manufacturing lcm 100%
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k heavy manufacturing hcm 100%
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t technical center tech 100%
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r research lab medical 100%
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l library/school edu 100%
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b bank bars 100%
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% refinery petrol 1000%
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.FI
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Column product shows what the sector produces. Column p.e. shows the
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sector type's production efficiency. Use command \*Qshow product\*U
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to find out more about products, and see \*Qinfo Products\*U.
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.s1
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.s1
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.SA "designate, show, improve, BTU, Sectors, Producing, Products, Transportation"
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