Manufactured Items

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Manufactured Items

Post  Siggmund on Sat Apr 11, 2009 8:47 pm

Manufactured items are an important part of your military, research, and general population. Although your capacity to create them is limited on the outset, eventually you will be able to swing into a dynamo of production as soon as more centers of industry show up.

Military:
One of the largest branches of Manufactured goods, military hardware is vital to make sure your soldiers are properly equipped for the task ahead. Each of these items is discussed in detail under MILITARY, below: this list simply provides the requirements.

  • Sidearms
    Prerequisites: None
    Population Required: 1
    Time Required: 1 season
    Cost: 2 units metals

  • Shotguns:
    Prerequisites: Armory
    Population Required: 1
    Time Required: 1 season
    Cost: 4 units metals

  • Assault Rifles:
    Prerequisites: Armory
    Population Required: 1
    Time Required: 1 season
    Cost: 5 units metals

  • Accurized Rifles:
    Prerequisites: Armory
    Population Required: 1
    Time Required: 1 season
    Cost: 5 units metals

  • Light Armor:
    Prerequisites: None
    Population Required: 1
    Time Required: 1 season
    Cost: 2 units metals, 3 units carbon.

  • Heavy Machine Guns:
    Prerequisites: Armory
    Population Required: 1
    Time Required: 2 seasons
    Cost: 8 units metals

  • Launchers:
    Prerequisites: Armory
    Population Required: 1
    Time Required: 2 seasons
    Cost: 6 units metals, 2 units PUE

  • Grenades:
    Prerequisites: Armory
    Population Required: 1
    Time Required: 2 seasons
    Cost: 5 units metals, 3 units PUE
    NOTE: This produces 2 units of Grenades.

  • Light Vehicles:
    Prerequisites: Motorpool
    Population Required: 1
    Time Required: 2 seasons
    Cost: 1 unit Fissionables, 8 units metals, 3 units Carbon.


Commercial:
These products are designed to delight your population, which not only helps to keep them happy with the current government. Not only does this mean they are more likely to continue supporting you, but a happy people are a productive... and reproductive... people.

  • Basic: Some simple luxuries, the most common of them food related.
    Prerequisites: Commercial
    Population Required: 1
    Time Required: 1 season
    Cost: 10 units Food, 2 units carbon.

  • Luxury:
    Minerals are vital to a burgeoning economy, and so a faction willing to part with them for the sake of the people shows itself in a good light.
    Prerequisites: Commercial
    Population Required: 1
    Time Required: 2 seasons
    Cost: 1 fissionables worth of minerals, except stone.

  • Exotic:
    Made of some of the strangest combinations, exotic products may range from thought provoking pieces of art to the craziest darn smoothie you ever done seen. Needless to say, this has quite the effect on popular support.
    Cost: 2 units fissionables, 3 units carbon, 2 units food, 1 unit metals, 1 unit Dense metals, 1 unit PUE.

Research Materials:
Explained under RESEARCH
Others are not required at this time.

Siggmund

Posts : 179
Join date : 2009-03-26

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