.TH Concept "Sector Types"
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 BASICS                     INDUSTRIES
 .  sea                     d  defense plant
 ^  mountain                i  shell industry
 s  sanctuary               m  mine
 /  wasteland               g  gold mine
 -  wilderness              h  harbor
 c  capital                 w  warehouse
 u  urban area              *  airfield
 p  park                    a  agribusiness
 COMMUNICATIONS             o  oil field
 +  highway                 j  light manufacturing
 )  radar installation      k  heavy manufacturing
 !  weather station         MILITARY / SCIENTIFIC
 #  bridge head             t  technical center
 =  bridge span             f  fortress
 FINANCIAL                  r  research lab
 b  bank                    n  nuclear plant
                            l  library/school
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	BASICS
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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.
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MOUNTAIN - Mountain sectors form another natural
barrier that cannot be redesignated; however, they can be
moved through (at great expense in terms of mobility units).
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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!
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WASTELAND - This is the result of the explosion of a nuclear device.
Wastelands are uninhabitable forever.
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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.
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CAPITAL - Capitals are the source of bureaucracy
time units (B.T.U.s) they accrue in proportion to the efficiency
of the capital and the number of civilians at work in
it.
If a country has a 100% efficient capital with 100
civilians in it B.T.U.s will accrue at the rate of 4 per
hour, (assuming half-hour time units).
Most commands use up B.T.U.s, (see "list of commands" for numbers of
B.T.U.s used per command).
A nation may only have one active capital at a time
(although many sectors may be designated as capitals).
The last sector designated as a capital is the currently active one.
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 B.T.U.s.
Further, holding another country's capital allows the free
annexation of that country's sectors.
Capitals are twice as efficient at defending
against attack as other sectors (except fortresses).
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URBAN - Urban areas are cities.
People move into and out of cities in groups of 10 (families).
An urban sector can hold up to 9990 civilians but only 999 military.
The urban area consumes iron ore in providing essential services
for the city-dwellers leaving them more time to "fool
around" therefore the birth rate in cities is particularly
high.
However, if no iron ore is supplied to an urban area the
lack of essential services allows the death rate to be
as high as the birth rate.
And of course, as in any sector, a shortage of food will lower the
birth rate.
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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 presence of the required materials,
and the number of workers in the sector.
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	COMMUNICATIONS
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HIGHWAY - Whenever you move civilians, ore, gold,
etc, mobility units ("mu" 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.
In addition, highway sectors are useful for international
trade in that any nation may move onto and/or
from highway sectors owned by any other nation unless the
sector has been checkpointed (see "info checkpoint").
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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 distances up to 1/3
their range and ships up to their full range.
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WEATHER - Weather stations are used to
forecast the weather conditions at any particular spot or
spots for a given time in the future.
The area for which
they can predict is governed by their efficiency and the
length of time in the future that they can foresee is dependent
on the size of their civilian staff.
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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.
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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:
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(1) Bridge spans provide food through fishing,
(the fertility can be thought of as fish-count).
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(2) Bridge spans must maintain at least 20% efficiency or else they
collapse.
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(3) If the only bridge head supporting a particular bridge span is
redesignated as something else the bridge span will collapse.
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	FINANCIAL
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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 military in them fight twice as hard
against attack as those in industries.
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	INDUSTRIES
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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 materials,
the technology level of the country,
and the number of workers in the sector.
See "info products" for information on the materials required to
produce guns.
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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 submarines which use three shells to make one torpedo).
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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.
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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.
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HARBOR - Harbors combine shipyard facilities and docks.
Construction materials 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").
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WAREHOUSE - Warehouses are used to store shells,
guns, iron, gold dust, food, oil, light construction materials, and
heavy construction materials.
These items are stored in lots of ten (containerized)
so that they may be moved more cheaply (costing
1/10 as many mobility units).
Note that moving 19 shells
into a warehouse will only result in a lot of ten being
stored, with the other 9 being returned to the originating sector.
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AIRFIELD - Airfields turn construction materials into planes;
see "info products" for details.
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.
Airfields are also particularly good for landing and taking off.
As a matter of fact it is impossible to take off from any other sector
although you can often land in other sectors.
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AGRIBUSINESS - These sectors are large farms and provide food.
Agribusiness sectors produce as much as five times as much food
as other sectors.
The harvesting 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.
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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 technology 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.
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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.
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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.
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	MILITARY / SCIENTIFIC
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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 sector 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.
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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 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.
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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, (usually 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.
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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 Adventure 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").
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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" materials 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.
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See also : designate
