Consumables

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Consumables come in 3 varieties. Resources are gathered which can then be made into products. Plants produce utilities which many other structures require to run.


All consumables are broken into two tiers. Tier I is the bare minimum that should make it into the game. However, since much of this game's fun will be rooted in creating a complex, diverse economy it may be beneficial to include more consumables. These are listed in the Tier II category and may be added to the game later.


Resources

Harvester units can gather resources by traveling from their home structure to a resource tile in the city, harvesting it, and then returning to its home.


Tier I

Oxygen

Vegetables (this could be considered a product if it requires nitrates)

Iron

Gold

Carbon

Silicon

FutureMetal1

Titanium


Tier II

Nitrogen

FutureMetal2

FutureMetal3


Products

Factories and refineries take in resources or other products to make new products. These products are shipped out to other structures through a delivery or transport unit.


Tier I

Cast/Machined Metal

Rolled Metal

Circuitboards (Gold+Silicon)

Ceramics (Carbon+Silicon)

Superconductors (from FutureMetal1 and/or Ceramics)

Diamond (from Carbon)

Steel (iron+carbon)

Atomic Clay

Plastics


Tier II

Meat (requires vegetables)

Nitrates (from Nitrogen)

Atomic Clay (broken down molecules that can be reassembled into almost anything)

Nanotube

Pharmaceuticals

Gold+FutureMetalX Alloy


Utilities

Each utility is made by a specific plant. For that list, go to the Structures page. Utilities are transported through lines.


Water

Electricity

FutureGas1 (possibly called Hydrocarbonic Gas)