                            Concept : Sector Types

NAME
   Sector-types - Description of different sector types

Level: Basic

    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
    ~  plains                w  warehouse              e  enlistment center
    c  capital/city          u  uranium mine           !  headquarters
    p  park                  *  airfield
    COMMUNICATIONS           a  agribusiness           FINANCIAL
    +  highway               o  oil field              b  bank
    )  radar installation    j  light manufacturing
    #  bridge head           k  heavy manufacturing
    =  bridge span           %  refinery
    @  bridge tower

                                    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 redes-
ignated;  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 cap-
ital" for more information.  In addition, mountains can only hold a maximum of
1/10th the civilians and uncompensated workers that other sectors can normally
have.   And  military,  civilians and uncompensated workers that will actually
produce anything there are also limited to 1/10th.

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!

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.

PLAINS - Plains sectors form another natural barrier that cannot  be  redesig-
nated.   They  can be occupied and moved through however.  In addition, plains
can only hold a maximum of 1/20th the civilians and uncompensated workers that
other  sectors  can  normally have.  And military, civilians and uncompensated
workers that will actually produce anything there are also limited to  1/20th.

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 civil-
ians  at  work in it.  (see info BTU).  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 capi-
tals).  The capture of a capital will result in the loss  of  money  from  the
victim nation (see info capital), Capitals are twice as efficient at defending
against attack as other sectors (except fortresses).  Use the capital  command
to  make a capital the active one.  In a pinch, mountains can be used as capi-
tals. They generate very few BTU's, and represent being 'holed up in the moun-
tains',  perhaps  like  Pancho  Villa.   Note  that  if the BIG_CITY option is
enabled, then 'c' sectors stand for 'cities' and can hold 10x  as  many  civs.
They  also get a 10x packing bonus for moving civs, and require a certain num-
ber of lcm's, hcm's, and $$ to build (see show sect build).

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.  How-
ever if the movement is through 100% efficient highway it costs much  less  to
move.

RADAR  - Radar stations can scan the surrounding area (up to 16 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)

BRIDGE TOWER - Bridge towers are like bridge heads you can build  out  in  the
ocean.  You can only build bridge towers from a bridge span, and in open water
(not adjacent to any land or other bridge towers.)  From a bridge  tower,  you
can build other bridge spans.  The BRIDGETOWERS option must be enabled for you
to be able to build bridge towers.
Bridge towers must maintain at least 20% efficiency  or  else  they  collapse.
Any  bridges  connected  to the tower will collapse as well, unless held up by
another adjacent structure (bridge head, bridge tower or land if  EASY_BRIDGES
is enabled.)

                                  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  militia 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  mate-
rials,  the  technology level of the country, and the number of workers in the
sector.  See "info Products" for information on the materials required to pro-
duce guns.

SHELL  INDUSTRY  -  These  sectors are similar to defense plant sectors except
they turn construction materials into shells.  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, 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
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.

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 technology
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 tech-
nology 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.

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 militia in the fort are stronger than military in any other type of sector
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 construction materials into technological advances  thereby  raising  the
technology  level  of the country (which affects gun ranges, pollution, etc.).
The conversion of "raw" materials takes place automatically at a  rate  depen-
dent  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.

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.

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" mate-
rials  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 militia, once the efficiency level  has  been  raised  to  60%.
Unlike  the other production sectors, it uses only militia as a workforce, and
converts civilians in the sector into military.

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              500            5                 0              1

   Infrastructure building - adding 1 point of efficiency costs:
          type          lcms    hcms    mobility    $$$$
   road network            1       1           1       1
   rail network            2       2           1       3
   defense factor          1       1           1       1

Cost to des is the cost to designate the sector type. This is charged when you
give the designate command.  Note that if the BIG_CITY option is enabled, then
'c'  sectors  also cost money, lcm's and hcm's to build, and they can hold 10x
as many civs as other sectors.

You can also build infrastructure into your sectors.  That is how the mobilty,
for  both commodities and units, is determined.  You can also raise the defen-
sive value of your sectors to a maximum amount (which is shown  in  the  "show
sect stats" described below.)

   [##:##] Command : des 2,0 f
That just cost you $500

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

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

                                    max   max   --  packing bonus  --
     sector type           mcost    off   def   mil  uw civ bar other
   . sea                       0   0.00  0.00     1   1   1   1     1
   ^ mountain                 25   1.00  4.00     1   1   1   1     1
   s sanctuary                 0   0.00 99.00     1   1   1   1     1
   \ wasteland                 0   0.00 99.00     1   1   1   1     1
   - wilderness                2   1.00  2.00     1   1   1   1     1
   c capital                   2   1.00  2.00     1   1   1   1     1
   u uranium mine              2   1.00  2.00     1   1   1   1     1
   p park                      2   1.00  1.50     1   1   1   1     1
   d defense plant             2   1.00  1.50     1   1   1   1     1

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 capital with a
100% defensive efficiency is twice as good as a park (since the base value  is
1.00.)   All sectors start with a 0% defensive efficiency, thus they all start
with a defense of 1.00.  You can increase the defensive capability of any sec-
tor up to the amount shown by the "max def" column.

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

                                                    --- level ---          reso
     sector type             product use1 use2 use3 level min lag eff% $$$ dep c
   ^ mountain                dust                           0   0   75   0  20 d
   u uranium mine            rad                    tech   40  10  100   2  35 r
   p park                    happy    1 l                   0   0  100   9   0
   d defense plant           guns     1 o  5 l 10 h tech   20  10  100  30   0 g
   i shell industry          shells   2 l  1 h      tech   20  10  100   3   0 s
   m mine                    iron                           0   0  100   0   0 i
   g gold mine               dust                           0   0  100   0  20 d
   a agribusiness            food                   tech  -10  10  900   0   0 f
   o oil field               oil                    tech  -10  10  100   0  10 o
   j light manufacturing     lcm      1 i           tech  -10  10  100   0   0 l
   k heavy manufacturing     hcm      2 i           tech  -10  10  100   0   0 h
   t technical center        tech     1 d  5 o 10 l edu     5  10  100 300   0
   r research lab            medical  1 d  5 o 10 l edu     5  10  100  90   0
   l library/school          edu      1 l                   0   0  100   9   0
   b bank                    bars     5 d                   0   0  100  10   0 b
   % refinery                petrol   1 o           tech   20  10 1000   1   0 p

This  shows what the sector produces, raw materials required to make one prod-
uct, tech and edu requirements,  production  efficiency  multiplier,  monetary
cost and resource depletion.  See info "Products" for details.

SEE ALSO
   improve, designate, show, BTU, Sectors

