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Length: 5594 (0x15da) Types: TextFile Names: »txt4«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Conquer/txt4«
SECTOR DESIGNATIONS For nations to make use of the sectors that they own, they must indicate what each sector should be used for. The following table lists sector designations and the cost for their designation: name symbol gold cost iron cost ---------------- --------- --------- ZCITY 20 * XDESCOST 5 * XDESCOST ZCAPITOL 20 * XDESCOST 5 * XDESCOST ZTOWN 10 * XDESCOST XDESCOST ZFORT 10 * XDESCOST XDESCOST ZSTOCKADE ZSTOCKCOST ---- All of the following designations only cost XDESCOST gold: ZMILL ZUNIVERSITY ZCHURCH ZMINE ZLUMBERYARD ZSPECIAL ZGOLD ZBLACKSMITH ZGRANARY ZFARM ZROAD ZRUIN ZDEVASTATED END DESIGNATION DESCRIPTIONS pg.1 ZTOWN Towns, Cities, & Capitols are your power bases. You can draft ZCITY troops (if population > civilians / 16+(number of sectors)/2) ZCAPITOL and can build ships here. Town tax=rate*XTAXTOWN talons/person and City tax=rate*XTAXCITY talons/person. Both cost a lot to redesignate AND take metal to create. They are captured only if you are the ONLY occupant of the sector when the world is updated. NPC nations are destroyed if they lose their capitol. Cities, Towns, and Capitols add to many of a nations characteristics. ZMINE Mine: Produce (tax/100)*XTAXMETAL*Metal*People Talons & Produces Metal Ores. Each mine you own adds to your nations mine_ability. ZFARM Produces (tax/100)*XTAXFOOD*Vegetation*People Talons & Produces Food Each farm you own adds to your nations farm_ability. ZGOLD Produces (tax/100)*XTAXGOLD*Gold*People Talons & Produces Jewels ZDEVASTATED Devastated sector. People dont like to live where devastated. ZRUIN Ruins are devastated Cities. They may be rebuilt at 1/2 price. They can't be redesignated to anything other than a city. END DESIGNATION DESCRIPTIONS pg.2 ZFORT Expensive fortress. Cost same as town cost. Only for defense. ZSPECIAL Produces Exotic Trade Goods - see next page. ZSTOCKADE Stockades are minor (+10%) fortresses. They cost ZSTOCKCOST. ZUNIVERSITY produce knowledge points (see nation attributes) ZLUMBERYARD UNUSED ZBLACKSMITH adds to nations mine ability ZROAD Roads add 0.1 to communication ability. 1/2 cost to movement, but they cost gold to maintain. You may only build 2 each turn. You must have 100 civilians in a sector to build a road. ZMILL 1.2x food production in one sector range if there are adequate people in the sector. ZGRANARY these "warehouses" serve as a point to store any food for the winter. They decrease national spoilrate. ZCHURCH add to your nations popularity and patriotism sector redesignation requires food ability of XDESFOOD (not forts/stockades). Stockade, City, Town, & Fort defences work for defenders with garrison status. END MINE ABILITY & WEALTH Mine ability impacts your nations ability to mine ores (see below), and wealth impacts your nations ability to use specialty luxury items that can be produced in your nation. As such, these are the most important attributes your nation has. It is difficult to get these attibutes to OK levels at the beginning of the game - you must work at it. mine ability = (people in cities,capitols,&towns)/333 + blacksmiths/167 + (number of metal points being mined)/3 add 15 if the nation has MINER power add 15 if the nation has STEEL power (in addition to miner bonus) wealth = % of worlds gold + % of worlds jewels + % of worlds metal + cityfolk/1000 + townfolk/2000 add 30 to wealth if the nation is either a trader or empire class The maximum wealth and mine ability is 100. END METAL Many sectors have metal ores. Nations can use these ores if they have the appropriate mine ability. The following table details the metal type, required mine ability, metal production value, and percentage of the world metal sectors containing that type of metal. required metal world type mine_ability value percent copper 0 1-2 10% lead 8 1-4 10% tin 11 2-5 15% bronze 15 2-5 20% iron 25 2-8 25% steel 30 3-10 15% mithral 30 5-15 4% adamantine 40 8-20 1% END WEALTH & JEWELS Jewels is the "generic" name given to any luxury items you can make in your nation. Like iron, certain sectors have an inate ability to produce these luxury goods, which can be used only if the nation has a high enough wealth. The following table details the luxury good type, required wealth, jewel value, and percentage of the world jewel sectors containing that type of good. required jewel world type wealth value percent spice 0 1-2 20 silver 0 1-3 20 pearls 0 1-3 8 dye 5 1-5 8 silk 5 1-5 8 gold 5 1-6 20 rubys 10 1-6 7 ivory 10 2-8 5 diamonds 20 2-12 3 platinum 20 4-20 1 END DONE