                            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
    COMMUNICATIONS           *  airfield               FINANCIAL
    +  highway               a  agribusiness           b  bank
    )  radar installation    o  oil field
                             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 redes-
ignated;  however,  they  can  be  moved through (at great expense in terms of
mobility units).

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 civil-
ians at work in it.  If a country has a 100% efficient capital with 100 civil-
ians  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.

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  auto-
matically at a rate dependent on the efficiency of the sector, the presence 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.

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.

                            Concept : Sector Types

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.

BRIDGE SPAN - A bridge span is the suspended part of  a  bridge  that  crosses
water sectors.  They are built and supported by bridge heads 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).
(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.

                                  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

                            Concept : Sector Types

any  other  sector  and military 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 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

                            Concept : Sector Types

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

                            Concept : Sector Types

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)

                            Concept : Sector Types

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.

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.

                            Concept : Sector Types

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  military in the fort are stronger than military in any other type of sec-
tor by an amount proportional to the efficiency of the fort. e.g. 100 military
in  a  wilderness  attacking  a 100% efficient fort that has 25 military gives
even odds; see info attack for details.

                            Concept : Sector Types

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

                            Concept : Sector Types

See also : designate

