.TH Concept Products
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Many Empire sector types exist specifically to turn "raw" materials into
products.  Some of those products may, in turn, be considered raw materials
for other industries which produce other products.
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This table gives the constituents and costs for each type of product.
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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%.
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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
constituents per unit of product.  E.g. it takes 3 units of "work" to
produce 1 shell; two units to incorporate the light construction materials
and 1 unit for the heavy.  "Natural resources" such as fertility count as
one unit of constituents; e.g. it takes 1 unit of work per unit of food
produced.
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.in \w'technology\0\0'u
.L shells
Shell production efficiency depends on technology level;
p.e.=(tlev+10)/(tlev+20)
Shells cost $3 each to manufacture.  Each requires 2 units
of light construction materials and 1 unit of heavy construction materials.
.L guns
Gun production depends on technology level;
p.e.=(tlev+10)/(tlev+20)
Guns cost $15 each to manufacture.  Each requires 5 units
of light construction materials, 10 units of heavy construction materials,
and 1 unit of oil.
.L planes
Plane production depends on technology level;
p.e.=(tlev+10)/(tlev+20).
Planes cost $30 each to manufacture.  Each requires 10 units
of light construction materials, 20 units of heavy construction materials,
and 2 units of oil.
.L iron
Iron ore production depends on mineral content in mines.
Iron ore costs $1 / ton to extract.  The mineral content of the sector is
not depleted by mining iron.
.L dust
Gold dust production depends on gold mineral content in gold mines.
Gold dust costs $1 / ton to extract.  The gold mineral content of the sector is
depleted by mining gold dust.
.L bars
Gold bar production depends on gold dust in gold mines.
Gold bars cost $5 to produce and require 5 units of gold dust each.
.L food
Food production efficiency depends on education level and the fertility of
the sector;
p.e.=(elev+10)/(elev+20).
Food costs $1 / ton to grow.  The fertility of the sector is
not depleted by growing food.
.L oil
Oil production efficiency depends on technology level and the oil content of
the sector;
p.e.=(tlev+10)/(tlev+20).
oil costs $1 / ton to produce.  The oil content of the sector is
depleted by extracting and refining oil.
.L lcm
Light construction material production efficiency depends on technology level;
p.e.=(tlev+10)/(tlev+20).
An lcm costs $1 / ton to produce and requires 1 unit of iron ore. 
.L hcm
Heavy construction material production efficiency depends on technology level;
p.e.=(tlev+10)/(tlev+20).
An hcm costs $2 / ton to produce and requires 2 units of iron ore. 
.L education
A unit of education (a "class of graduates"), costs $10 to produce
and requires 1 unit of light construction materials.
.L happiness
A unit of happiness ("happy strollers"), costs $5 to produce
and requires 1 unit of light construction materials.
.L technology
Technology production efficiency depends on education level;
p.e.=elev/(elev+50).
A unit of technology (a "technological breakthrough"), costs $25 to produce
and requires 10 units of light construction materials, 5 units of oil and
1 unit of gold dust.
.L research
Research production efficiency depends on education level;
p.e.=elev/(elev+50).
A unit of research (a "medical discovery"), costs $25 to produce
and requires 10 units of light construction materials, 5 units of oil and
1 unit of gold dust.
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