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The Fred Fish Collection 1.5
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ffcollection-1-5-1992-11.iso
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300-399
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ff357.lzh
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Empire
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sectors
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1990-06-03
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Sector Types
. - sea
Ships can sail here, other land-based operations can't happen. You
can't own sea sectors.
^ - mountain
These are land sectors, but you can't designate them. They cost a LOT
of mobility to move onto.
- - wilderness
Most of the usable world starts out this way. They are the default type
of land sector. They cost more to move onto.
s - sanctuary
You start with 2 of these. They cannot be attacked. You can't designate
more.
c - capital
Your active capital is the center of your coordinate system, and
supplies you with BTUs. Defend harder. Can do anti-aircraft fire.
u - urban area
Ore => increased civilians, which are are bundled in units of 10.
d - defense plant
Ore => production => guns.
i - shell industry
Ore => production => shells.
m - mine
Time => production => ore. Mineral deposits are not consumed.
g - gold mine
Gold deposits => production => gold bars. Gold deposits are consumed.
h - harbour
Ore => production => ships (via build command).
w - warehouse
Ore, shells and guns stored in bundles of 10.
* - airfield
Ore => production => airplanes. Can do anti-aircraft fire.
t - technology center
Ore => production => technological breakthroughs.
f - fortress
Can fire guns, defend other sectors. Fight harder. Anti-aircraft fire.
r - research lab
Ore => production => medical breakthroughs.
+ - highway
100% highway costs nothing to move onto. Other countries can use
highways unless they are checkpointed.
) - radar station
Can see ships at sea and other sectors.
! - weather station
Used to predict and map weather.
# - bridge head
Ore => production => bridge spans in orthogonal directions (via build
command).
= - bridge spans
Like highways, but over water.
b - bank
Collect interest on gold bars. Defend harder. Anti-aircraft fire.
x - exchange
Used in international trade.