                              Concept : Products

 Many Empire sector types exist specifically to turn raw materials  into  pro-
ducts.   Some  of those products may, in turn, be considered raw materials for
other industries which produce other products.

This table gives the general constituents and costs for each type of  product.
(Your  particular  game  may be configured differently; use `show products' to
get a more accurate list.)

NOTE: All costs given in the table are for 100% production  efficiency.   Many
processes  depend  on  technology level or educational level of the country; a
note like p.e.=(tlev+10)/(tlev+20) means that  a  country  with  a  technology
level  of  0 has a production efficiency of 50% and will only produce one-half
of the specified product amount for the given costs, whereas a country with  a
technology level of 100 will have a production efficiency of 92%.

The rate at which constituents are turned into products  is  governed  by  the
work  accrued  to  a sector (see info innards) divided by the units of consti-
tuents per unit of product.  E.g., it takes 3  units  of  work  to  produce  1
shell;  2 units to incorporate the light construction materials and 1 unit for

                              Concept : Products

the heavy.  Natural resources such as fertility count as one unit  of  consti-
tuents; e.g., it takes 1 unit of work per unit of food produced.

    shells  Shell  production  efficiency   depends   on   technology   level;
            p.e.=tlev/(tlev+10)  Shells  cost  $3  each  to manufacture.  Each
            requires 2 units of light construction materials  and  1  unit  of
            heavy  construction materials.  You must have a minimum technology
            of 20 to produce shells.
      guns  Gun production depends on  technology  level;  p.e.=tlev/(tlev+10)
            Guns cost $30 each to manufacture.  Each requires 5 units of light
            construction materials, 10 units of heavy construction  materials,
            and  1  unit  of oil.  You must have a minimum technology of 20 to
            produce guns.
      iron  Iron ore production depends on mineral content in mines.  Extract-
            ing iron ore is free, and the mineral content of the sector is not
            depleted by mining iron.
      dust  Gold dust production depends  on  gold  mineral  content  in  gold
            mines.  Extracting gold dust is free, but the gold mineral content
            of the sector is depleted by mining gold dust.
      bars  Gold bars are produced in banks.  Gold bar production  depends  on

                              Concept : Products

            gold dust in gold mines.   Gold  bars  cost  $30  to  produce  and
            require 5 units of gold dust each.
      food  Food production efficiency depends on  technology  level  and  the
            fertility  of  the sector; p.e.=(tlev+10)/(tlev+20).  Growing food
            is free, and the fertility of the sector is not depleted by  grow-
            ing food.
      wood  Wood is produced in  lumber  mills,  where  production  efficiency
            depends  on  technology  level  and fertility (forestation) of the
            sector: p.e.=(tlev+10)/(tlev+20).  Logging and  milling  is  free,
            but  the sector's fertility depletes as the trees are cut down and
            wood is produced.
       oil  Oil production efficiency depends on technology level and the  oil
            content  of  the sector; p.e.=(tlev+10)/(tlev+20).  Pumping oil is
            free, but the oil content of the sector is depleted by  extracting
            and refining oil.
 petroleum  Petroleum    production    depends    on     technology     level;
            p.e.=tlev/(tlev+10).  A unit of petroleum costs $1 to manufacture.
            If the game has been configured  so  that  ships  do  not  require
            petrol,  every 10 units of petroleum require 1 unit of oil to pro-
            duce, and you must have a minimum technology of  20  to  begin  to

                              Concept : Products

            produce.  If the game has been configured so  that  ships  require
            petrol,  every  5  units  of  petroleum require 1 unit of oil, and
            there is no minimum technology requirement.
   vaccine  Production of plague vaccine depends on  research  level;  p.e.  =
            (rlev-5)/(rlev+20).  Vaccine costs $1 per unit to manufacture, and
            every 10 units of vaccine require 3 units of food.
       lcm  Light construction material production efficiency depends on tech-
            nology  level;  p.e.=(tlev+10)/(tlev+20).  Producing lcms does not
            cost money, but requires 1 unit of iron ore.
       hcm  Heavy construction material production efficiency depends on tech-
            nology  level;  p.e.=(tlev+10)/(tlev+20).  Producing hcms does not
            cost money, but requires 2 unit of iron ore.
       rad  Radioactive material production efficiency depends  on  technology
            level, which must be at least 40.  p.e.=(tlev-30)/(tlev-40).  Pro-
            ducing rads cost $2 per ton, and depletes the uranium  content  of
            the sector.
 education  A unit of education (a class of graduates), costs $10  to  produce
            and requires 1 unit of light construction materials.
 happiness  A unit of happiness (happy strollers), costs $10  to  produce  and
            requires 1 unit of light construction materials.

                              Concept : Products

technology  Technology  production  efficiency  depends  on  education  level;
            p.e.=(elev-5)/((elev-5)+10).   A unit of technology (a technologi-
            cal breakthrough), costs $100 to produce and requires 10 units  of
            light  construction  materials,  5 units of oil and 1 unit of gold
            dust.
  research  Research  production  efficiency  depends  on   education   level;
            p.e.=(elev-5)/((elev-5)+10).    A  unit  of  research  (a  medical
            discovery), costs $100 to produce and requires 10 units  of  light
            construction materials, 5 units of oil and 1 unit of gold dust.

