Concept Products
.NA Products "Formulas for the production of commodities" .LV Basic .s1 Many Empire sector types exist specifically to turn \*Qraw\*U materials into products. Some of those products may, in turn, be considered raw materials for other industries which produce other products. .s1 The show command displays characteristics of products: .s1 .EX show product .NF product cost raw materials reso dep level p.e. iron i $0 min 0 1.0 dust d $0 gold 20 1.0 food f $0 fert 0 (tech+10)/(tech+20) oil o $0 ocont 10 (tech+10)/(tech+20) rad r $2 uran 35 (tech-40)/(tech-30) shells s $3 2l 1h (tech-20)/(tech-10) guns g $30 1o 5l 10h (tech-20)/(tech-10) petrol p $1 1o (tech-20)/(tech-10) bars b $10 5d 1.0 lcm l $0 1i (tech+10)/(tech+20) hcm h $0 2i (tech+10)/(tech+20) tech $300 1d 5o 10l (educ-5)/(educ+5) medical $90 1d 5o 10l (educ-5)/(educ+5) edu $9 1l 1.0 happy $9 1l 1.0 .FI .s1 The columns are: .L product The name of the product and the one-letter mnemonic of the commodity made, if any. .L cost Cost per unit of production. .L "raw materials" Raw materials for one unit of production. .L "reso dep" Natural resource exploited, and its rate of depletion. .L "level p.e." Level production efficiency, for 100% sector type production efficiency .s1 How much a sector can produce is governed by the amount of \*Qwork\*U performed by its populace, divided by the amount of raw materials per unit of production. E.g., it takes 3 units of \*Qwork\*U to produce 1 shell; 2 units to incorporate the light construction materials and 1 unit for the heavy. Mining a \*Qnatural resource\*U such as fertility takes one unit of work; e.g., it takes 1 unit of work per unit of food produced. .s1 How many products each unit of production makes depends on the production efficiency, which is the product's level p.e. (shown by "show product") times the sector type's p.e. (shown by "show sect capabilities"). Production requires a p.e. above zero, obviously. .s1 Say your country is at tech level 25. Then your agribusinesses' p.e. is (25+10)/(25+20) * 900% = 7, i.e. they'll make 7 food per unit of production. Your shell industries' p.e. is only (25-20)/(25-10) * 100% = 1/3, i.e. they'll make 1 shell per three units of production. Your uranium mines can't produce at all, because their p.e. is negative. .s1 .SA "Producing, Updates, Item-types"