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- Sector Types
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- . - 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 - harbor
- 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.
- a - army boot camp
- civilians => time => military
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