                              Concept : Products

NAME
   Products - Formulas for the production of commodities

Level: Basic

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

This table gives the constituents and costs for each type of product.

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%.

In addition, some sectors don't produce raw materials as well as  others,  and
some produce much better than others.  Use the "show sector capabilities" com-
mand to see production efficiencies and other useful information on  producing
sectors.

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

    shells  Shell  production  efficiency   depends   on   technology   level;
            p.e.=(tlev-20)/(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-20)/(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.
            Extracting 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.  In addition, moun-
            tains  may sometimes produce gold dust as well.  The efficiency of
            mountains producing gold dust may not be as good  as  gold  mines.
            Use  the  "show sector capabilities" command to see the production
            efficiency of sectors.
      bars  Gold bars are produced in banks.  Gold bar production  depends  on
            gold  dust  in  gold  mines.   Gold  bars  cost $10 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.
       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-20)/(tlev-10).   A  unit of petroleum costs $1 to manu-
            facture.  Every 10 units of petroleum require 1  unit  of  oil  to
            produce.   You  must  have  a  minimum technology of 20 to produce
            petroleum.
       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-40)/(tlev-30).  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  (see  "info
            Education").
 happiness  A  unit of happiness ("happy strollers"), costs $10 to produce and
            requires 1 unit of light construction materials (see "info  Happi-
            ness").
technology  Technology  production  efficiency  depends  on  education  level;
            p.e.=(elev-5)/(elev+5).  A unit of  technology  (a  "technological
            breakthrough"),  costs  $5  times the number of ETUs per update to
            produce, and requires 10 units of light construction materials,  5
            units  of oil and 1 unit of gold dust.  For more details about how
            technology level is calculated from technology  units,  see  "info
            Technology".
  research  Research   production   efficiency  depends  on  education  level;
            p.e.=(elev-5)/(elev+5).  A unit of research  (a  "medical  discov-
            ery"),  costs  $90  to produce and requires 10 units of light con-
            struction materials, 5 units of oil and 1 unit of gold  dust  (see
            "info Research").

SEE ALSO
   Production, Update

