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Almathera Ten Pack 3: CDPD 3
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Almathera Ten on Ten - Disc 3: CDPD3.iso
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101-125
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scopedisk113
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empire
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sectors
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1995-03-19
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Amiga Empire by Chris Gray - Sectors
The Amiga Empire world consists of a square array of sectors. In the normal
case, about 50% of the sectors will be sea sectors, about 5% will be
mountains, and the rest will be wildernesses. Each country starts out with
a pair of sanctuary sectors, side-by-side. Wilderness sectors vary in the
richness of the iron and gold ore deposits they contain. An iron mine
sector with a rich deposit of iron ore will produce useable ore at a faster
rate than a sector with a poor deposit. Similar for gold mines, except that
the gold deposit is used up as the gold mine turns it into gold bars.
Natural borders formed by mountain ranges and seas are often used by
neighbouring countries to mark their political borders. Since shipping gold
bars and ore around takes time and mobility, most people try to keep the
consuming sectors fairly close to the producing ones. This also applies to
produced goods like shells and guns. So, in general, care should be taken
when designating sectors - think about what is or will be close to the
sector, and how it fits in with what you have already constructed. If you
redesignate a sector which is already efficient, you lose the work and cost
that was needed to make the sector efficient. Thus, you should try to get
your designations right the first time. An exception to this is sectors
along a volatile border, or gold mine sectors, which are usually re-
designated when the gold in them runs out.
"Production" in Empire is a measure of the work done in a sector. It is an
intermediate form of the final product produced by the sector. For example,
an airport turns ore into production and then into airplanes. Production
cannot be moved from one sector to another, but the 'contract' command
allows you to contract the new production in your sectors. The contract is
to some distant buyer outside of the Empire game. Production prices are
semi-randomly determined - refusing a low offered price is usually wise.
Occasionally, very high prices will be offered. The rate of production is
proportional to the number of workers present. Each civilian is considered
to be a worker, but it takes 5 military to be a worker.
There is a fairly wide variety of sector types in Empire. The following
discussion compares the various sector types to a "standard" sector, which
doesn't really exist, but is used for this comparison. The character given
with the type is the character which represents that type on maps, and
which must be used with the 'designate' command to create sectors of that
type.
. - sea
Sea sectors are the realm of ships. The only other sectors in which
ships can sail are harbour and bridge span sectors. Sea sectors are the
only ones which can be mined (as in ship-destroying mines). Only a
deity can designate a sector to be a sea sector, thus normal countries
cannot affect them. If goods or people are moved into a sea sector,
they are lost, hence sea sectors cannot be claimed.
^ - mountain
Mountains, like sea sectors, cannot be designated by normal countries.
Thus, they too are not terribly useful. Mountain sectors can be moved
into, however, although it takes a great deal of mobility. Because of
this, mountain sectors make reasonably good natural borders.
- - wilderness
Most of the usable world starts out as wildernesses. Wildernesses can
be owned, but they don't do anything special. Wilderness cost twice as
much mobility to move onto as regular sectors.
s - sanctuary
Each country starts out owning two side-by-side sanctuary sectors.
Sanctuaries cannot be attacked, bombed or shelled. If you move
something out of a sanctuary, the sanctuary will be automatically
turned into a capital. This is called "breaking sanctuary". You cannot
designate new sanctuaries. Their purpose is to shield late starting
countries from early starting ones which might stumble across them.
c - capital
Your active capital (originally your left-hand sector, later the sector
you have most recently designated as a capital) is the center of your
private co-ordinate system, thus it is at co-ordinates 0,0. When your
active capital is updated, you gain BTUs, depending on how long it was
since the last update, and on how many civilians are there. Capitals
defend against 'attack' harder than standard sectors, and are capable
of anti-aircraft fire.
u - urban area
Urban areas bundle civilians in units of 10. Thus, they can hold up to
1270 of them. Urban areas turn ore into new civilians faster than any
other sector can make them reproduce. Enlistment does not work in urban
areas. Because of the bundling, urban areas are very good at moving
civilians around.
d - defense plant
These sectors turn ore into production units and then into guns.
i - shell industry
These sectors turn ore into production units and then into shells.
m - mine
Production in these sectors, which is governed by the richness of the
iron ore deposit, is turned into ore, which is the basic construction
component in Empire.
g - gold mine
Production in these sectors, which is governed by the richess of the
gold ore deposit, is turned into gold bars. Gold bars should be moved
into efficient banks, where they will earn interest when the banks are
updated.
h - harbour
Production in harbours (from ore) can be used to build ships. Building
ships is not automatic - it must be done using the 'build' command. You
have the choice of the type of ship to build. Building ships also costs
money in proportion to the BTU cost. Harbours are the only places at
which ships can be loaded and unloaded.
w - warehouse
Warehouses are used for storing and moving goods. They store shells,
guns, and ore in bundles of 10, thus upto 1270 of each. They also move
them out in bundles of 10, at the same cost in mobility that a standard
sector would need for 1.
* - airport
Airports turn production (from ore) into airplanes. Each airplane
normally requires quite a bit of production. Airplanes can only take
off from airports or from aircraft carriers. Similarly, the chances of
landing at a 100% efficient airport in good weather are perfect.
Airports are capable of anti-aircraft fire.
t - technology center
Production from ore in these sectors is turned into "technological
advances", each of which adds 1 to your country's technology level.
That level in turn determines your technology factor which scales such
things as ship and airplane fuel consumption, shelling range, etc.
r - research lab
Production from ore in these sectors is turned into "medical
breakthroughs", each of which adds 1 to your country's research level.
Your research level affects the likelihood of catching the plague.
f - fort
Forts are the major land-based fighting sector. They can fire guns (up
to 7, normally) offensively and can defend other sectors within their
range of fire. Military attacking from a fort fight twice as hard as
normal. Military defending from a fort fight four times as hard as
normal. These factors are scaled by the fort's efficiency. Forts are
also capable of anti-aircraft fire.
+ - highway
Highways are the main land transportation device. Moving something onto
a 100% efficient highway costs NO mobility. Normally, other countries
can move things onto (and hence across) highway sectors, unless the
highway is checkpointed.
) - radar station
Radar stations have land-based radar, which can be used to look at a
few of a neighbour country's sectors, and to watch out over the sea for
ships.
! - weather station
Weather stations can be used to predict the weather. This is dependent
on your technology factor. Knowing the weather to expect can offer
advantages during wars.
# - bridge head
Bridge head sectors turn ore into production. The 'build' command can
then be used to build bridge spans in an orthogonal direction over sea
sectors from a bridge head. Thus, you can build a two-span bridge over
a river or sea arm. The span also normally costs $2000. If a bridge
head is damaged below 20%, any bridge spans connected to it will
collapse back into the sea.
= - bridge spans
These are built on bridge heads. They are much the same as highways. If
they are damaged below 20%, they will collapse back into the sea,
dumping everything that was on them.
b - bank
Gold bars stored in efficient banks will collect interest. Banks bundle
gold bars in units of 4, thus they can hold 508 of them. They can also
move them much easier than other sectors (gold bars are very heavy!)
Military in banks defend harder than normal, and banks are capable of
anti-aircraft fire.
x - exchange
Exchanges are used in international trade. Delivery routes out of
exchanges cannot be constructed, but exchanges can sell goods in them
to exchanges in other countries.