                            Concept : Sector Types

    BASICS                   INDUSTRIES                MILITARY / SCIENTIFIC
    .  sea                   d  defense plant          t  technical center
    ^  mountain              i  shell industry         f  fortress
    s  sanctuary             m  mine                   r  research lab
    /  wasteland             g  gold mine              n  nuclear plant
    -  wilderness            h  harbor                 l  library/school
    c  capital               w  warehouse              e  enlistment center
    p  park                  u  uranium mine           !  headquarters
    COMMUNICATIONS           *  airfield
    +  highway               a  agribusiness           FINANCIAL
    )  radar installation    o  oil field              b  bank
                             j  light manufacturing
    #  bridge head           k  heavy manufacturing
    =  bridge span           %  refinery

                            Concept : Sector Types

                                    BASICS

SEA - Sea sectors form natural barriers that can only  be  crossed  by  ships,
(made  in  harbors,  below), or spanned by bridges, (also below).  You can not
designate anything else to be sea nor can sea be  designated  to  be  anything
else.

MOUNTAIN - Mountain sectors  form  another  natural  barrier  that  cannot  be
redesignated; however, they can be moved through (at great expense in terms of
mobility units).  In an emergency, they can be used as capital. See info capi-
tol for more information.

SANCTUARY - Sanctuary sectors are created when a new nation is created.   They
are inviolate in that no one can fire at them or attack them.  This protection
ends when the new country first moves out of the  sanctuary  (called  breaking
sanctuary);  the  sector then becomes a capital.  NOTE: in games with multiple
sanctuaries per country ALL sanctuaries become capitals when any one does!

                            Concept : Sector Types

WASTELAND - This is the result of the explosion of a nuclear  device.   Waste-
lands are uninhabitable forever.

WILDERNESS - Most of the world is wilderness at the  beginning  of  the  game.
Wilderness  has  no particular attributes; you can move into it if unoccupied,
thereby making it your territory, but will probably want to  designate  it  as
something else once you own it.

CAPITAL - Capitals are the source of bureaucracy  time  units  (BTU's).   They
accrue  in proportion to the efficiency of the capital and the number of civi-
lians at work in it.  If a country has a 100% efficient capital with 100 civi-
lians  in  it BTU's will accrue at the rate of 4 per hour, (assuming half-hour
time units).  Most commands use up BTU's, (see list of commands for numbers of
BTU's  used per command).  A nation may only have one active capital at a time
(although many sectors may be designated as capitals).  If an  active  capital
is  captured  by an attack a new one must be designated by the victim in order
to be able to collect BTU's.  The capture of a capital will result in the loss
of  money from the victim nation (loss of tax records, federal reserves, etc).
Capitals are twice as efficient at defending against attack as  other  sectors
(except  fortresses).   Use  the  capital command to make a capital the active

                            Concept : Sector Types

one.  In a pinch, mountains can be used as capitols. They  generate  very  few
BTU's,  and  represent bering 'holed up in the mountains', perhaps like Pancho
Villa.

PARK - Parks are provided solely for the convenience  of  the  people.   Parks
require  construction  materials  to provide maintenance services and add to a
nation's happiness  level.   The  conversion  of  raw  materials  takes  place
automatically  at  a rate dependent on the efficiency of the sector, the pres-
ence of the required materials, and the number of workers in the sector.

                                COMMUNICATIONS

HIGHWAY - Whenever you move civilians, ore, gold, etc, mobility units (mob  on
the  census) are consumed dependent on how far and how much you move.  However
if the movement is through 100% efficient highway it costs nothing to move.

                            Concept : Sector Types

RADAR - Radar stations can scan the surrounding area (up to 6 units  away  for
100%  efficiency)  and  generate a radar plot identifying sector types at dis-
tances up to 1/3 their range and ships up to their full range.

BRIDGE HEAD - Bridge heads are the land based ends  of  bridges.   They,  like
harbors, turn construction materials into bridge spans; see info build for the
details of this process.  and are much like highways except for three things:
(1) Bridge spans provide food through fishing, (the fertility can  be  thought
of  as fish-count).  (This is deity-settable, however.. in many games, bridges
do not provide food. Be sure to ask)
(2) Bridge spans must maintain at least 20% efficiency or else they collapse.
(3) If the only bridge head supporting a particular bridge  span  is  redesig-
nated  as  something else the bridge span will collapse.  (If the EASY_BRIDGES
option is in use, bridges do not need bridgeheads.  Check info build  for  the
details)

                            Concept : Sector Types

                                  FINANCIAL

BANK - Banks are used for smelting and  storing  gold  bars.  They  include  a
smelter  to refine gold dust into gold bars.  While the bars are stored in the
bank the busy little bankers invest them and return a  profit  on  their  use.
Banks  are of the Fort Knox variety; they are more impervious to shelling than
any other sector and milita in them fight twice  as  hard  against  attack  as
those  in  industries.   Banks are also particularly adept at moving gold bars
around; bars are moved and stored in groups of four thus fewer mobility  units
are required to move a gold bar from a bank than anywhere else.

                                  INDUSTRIES

DEFENSE - In defense plants construction materials are turned into guns.   The
conversion  of  raw  materials  into  guns takes place automatically at a rate
dependent on the efficiency of  the  sector,  the  presence  of  the  required
materials,  the  technology level of the country, and the number of workers in
the sector.  See info products for information on the  materials  required  to
produce guns.

                            Concept : Sector Types

SHELL INDUSTRY - These sectors are similar to  defense  plant  sectors  except
they turn construction materials into shells.  The conversion of raw materials
takes place automatically at a rate dependent on the efficiency of the sector,
the  presence  of the required materials, the technology level of the country,
and the number of workers in the sector.  See info products for information on
the  materials  required.   One  shell is used each time you fire, (except for
submarines which use three shells to make one torpedo).

MINE - Mines produce iron ore by digging it out of the ground.   The  rate  at
which  it  is  produced  is  dependent on three factors; the efficiency of the
mine, the number of civilians working in the mine, and the mineral sample  for
the  sector  (min  on  the census report).  Iron is a renewable resource; i.e.
digging up iron does not deplete the mineral content of the sector.

GOLD MINE - Gold mines are similar to ordinary  mines,  (above),  except  that
they  produce  gold  dust.   The rate at which it is extracted is dependent on
three factors; the efficiency of the sector, the size of the  labor  force  in
the  sector,  and  the gold sample for the sector (gmin on the census report).
The raw gold dust can be transported to any sector but if it is left in a bank
sector  it  will be refined into bars automatically .  Gold is a non-renewable

                            Concept : Sector Types

resource; i.e. extracting the gold depletes the gold content of the sector.

URANIUM MINE - Uranium mines are very similar to gold mines,  (above),  except
that they produce radioactive materials.  The rate at which it is extracted is
dependent on three factors; the efficiency of the  sector,  the  size  of  the
labor  force in the sector, and the uranium content of the sector (uran on the
census report).  Uranium is  a  non-renewable  resource;  i.e.  extracting  it
depletes the content of the sector.

HARBOR - Harbors combine shipyard facilities and docks.  Construction  materi-
als  are  converted into ships and the ships can be loaded and unloaded in the
harbor, (see info load).  No ships are constructed until the build command  is
given, (see info build).

WAREHOUSE - Warehouses are used to store shells, guns, iron, gold dust,  food,
oil,  light  construction materials, and heavy construction materials.  Moving
the above out of a warehouse only takes one tenth the mobility  cost  it  nor-
mally would.  Note: warehouses are often used as distribution centers.

                            Concept : Sector Types

AIRFIELD - Airplanes can only be built in airports and most can only take  off
and land at airports.  (though some can take off and land in other sectors and
some can take of and land on aircraft carriers see ship-types for details)

AGRIBUSINESS - These sectors are large farms and provide  food.   Agribusiness
sectors produce as much as five times as much food as other sectors.  The har-
vesting takes place automatically at a rate dependent on the efficiency of the
sector,  the fertility of the sector (fert in the census), the education level
of the country, and the number of workers in the sector.   See  info  products
for details.

OIL - Oil fields produce oil by sucking it out of the ground.  The  extraction
of  oil takes place automatically at a rate dependent on the efficiency of the
sector, the oil content of the sector (oil on the census report), the technol-
ogy  level  of the country, and the number of workers in the sector.  Oil is a
non-renewable resource; i.e. extracting oil depletes the oil  content  of  the
sector.

                            Concept : Sector Types

REFINERY - Refineries produce petroleum by  processing  oil.  This  production
takes place automatically at a rate dependent on the efficiency of the sector,
the number of workers in the sector, and  the technology level of the country.

LIGHT - Light manufacturing plants produce light construction  materials  from
iron.   This  production  takes place automatically at a rate dependent on the
efficiency of the sector, the iron in the sector, the technology level of  the
country, and the number of workers in the sector.

HEAVY - Heavy manufacturing plants produce heavy construction  materials  from
iron.   This  production  takes place automatically at a rate dependent on the
efficiency of the sector, the iron in the sector, the technology level of  the
country, and the number of workers in the sector.

                            MILITARY / SCIENTIFIC

FORTRESS - Fortress sectors have many special characteristics;  you  can  fire
guns  from fortresses, whenever an attack is launched from a fort or on a fort
the milita in the fort are stronger than military in any other type of  sector

                            Concept : Sector Types

by an amount proportional to the efficiency  of  the  fort.  (See  information
below  in  sector  stats)  Also,  forts and commodities in forts are MUCH more
resistant to damage than normal sectors.

TECHNOLOGY - Technical centers are bastions of pure technology research, which
is to say universities with massive defense department grants.  They turn con-
struction materials into technological advances thereby raising the technology
level of the country (which affects gun ranges, pollution, etc.).  The conver-
sion of raw materials takes place automatically at a  rate  dependent  on  the
efficiency  of  the sector, the presence of the required materials, the educa-
tion level of the country, and the number of workers in the sector.

RESEARCH - The research lab is a bastion of pure medical research, which is to
say  it  is  a  large  university  with  massive  March-of-Dimes funding.  The
research lab turns construction materials into medical discoveries which raise
the research level of the country and help retard the spread of disease, (usu-
ally caused by the pollution from technical centers).  The conversion  of  raw
materials  takes  place automatically at a rate dependent on the efficiency of
the sector, the presence of the required materials, the education level of the
country, and the number of workers in the sector.

                            Concept : Sector Types

NUCLEAR - The nuclear lab is a bastion of applied technology, which is to  say
it is an immense underground building filled with evil geniuses playing Adven-
ture on huge computers.  The nuclear lab  turns  construction  materials  into
nuclear weapons.  No devices are constructed until the build command is given,
(see info build).

LIBRARY/SCHOOL - The library/school sector is the foundation  of  a  country's
educational structure.  They use up construction materials to produce units of
education which raise the educational level of the country (which affects  the
efficiency of research and technology sectors).  The conversion of raw materi-
als takes place automatically at a rate dependent on  the  efficiency  of  the
sector,  the  presence of the required materials, and the number of workers in
the sector.

ENLISTMENT - The enlistment sector is the boot camp of  Empire.   It  converts
civilians  into  milita,  once  the  efficiency  level has been raised to 60%.
Unlike the other production sectors, it uses only milita as a  workforce,  and
converts civilians in the sector into military.

                            Concept : Sector Types

HEADQUARTERS - This is where basic militia are converted  into  units.   Head-
quarters also give a bonus to reaction radius for units in them, allowing them
to defend better.

The show command can be used to show special things about  sector  types.  For
example:
   [##:##] Command: show sect build

   sector type    cost to des    cost for 1% eff   lcms for 1%    hcms for 1%
   f              1000           100               0              10

Cost to des is the cost to designate the sector type. This is charged when you
give the designate command.

   [##:##] Command: des 2,0 f
That just cost you $1000

Cost for 1%  efficiency  is  the  $$  cost  per  point  of  efficiency  built.
Lcms/Hcms for 1% are similar.

                            Concept : Sector Types

   [##:##] Command: show sect stats

     sector type           mcost  off def
   c capital                   2    2   4
   u uranium mine              2    2   3
   p park                      2    2   2
   d defense plant             2    2   2
   i shell industry            2    2   2

This shows the relative cost to move through the sector types, and the  offen-
sive  and defensive values of the sector types. For example, a 100% capital is
twice as good defensively as a park, but only one third better than a  uranium
mine.

   [##:##] Command: show sect capabilities

   There is no information on sector capabilities.

There may someday be a sector capabilities list.

                            Concept : Sector Types

See also : designate

