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xconq-7.5.0-1.20050612.5mdv2009.1.i586.rpm

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<H2><A NAME="SEC48" HREF="xconq_toc.html#SEC48">Economy</A></H2>

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<A NAME="IDX345"></A>
The economy in <I>Xconq</I> is based upon materials.  Games that
do not include any material types do not have any of the activities
described in this section.

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<UL>
<LI><A HREF="xconq_23.html#SEC49">Material Production</A>
<LI><A HREF="xconq_23.html#SEC50">Material Consumption</A>
<LI><A HREF="xconq_23.html#SEC51">Material Movement</A>
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<H3><A NAME="SEC49" HREF="xconq_toc.html#SEC49">Material Production</A></H3>

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<A NAME="IDX346"></A>
<A NAME="IDX347"></A>
In many games, units have a <STRONG>base production</STRONG> that is the amount of
material that they produce automatically each turn.  This will often
depend on the terrain, so that explorers in the forest will always
"produce" enough water to drink each turn, but will start to use up
their water supply when in the desert.

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<P>
Units may also be able to produce additional material by doing explicit
production actions.

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<P>
Another way to produce material is by extraction.

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<H3><A NAME="SEC50" HREF="xconq_toc.html#SEC50">Material Consumption</A></H3>

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<A NAME="IDX348"></A>
<A NAME="IDX349"></A>
Units consume their supplies, both in the course of existence, and by
motion/combat.  The rate depends on game and unit type; it consists of
an overhead consumed each turn without fail, and consumption for each
cell of movement.  The total is a max, not a sum, since units with a
constant consumption rate are not likely to need additional supplies to
move (consider foot soldiers who eat as much sitting around as they do
walking).  Supplies may also be consumed for production and repair,
again depending on game and unit types, but this consumption happens as
part of doing actions.  Consumption is not affected by the situation of
the consuming unit; armies in troop transports eat just as much as when
in the field.

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<H3><A NAME="SEC51" HREF="xconq_toc.html#SEC51">Material Movement</A></H3>

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It is often the case the units will produce more material than they
can use.  In those cases, <I>Xconq</I> will attempt to distribute the
excess to nearby units.

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<P>
<A NAME="IDX350"></A>
This redistribution occurs automatically between units that are close
enough (as set by the game), and there is no need for explicit
manipulation.  This redistribution is not affected by the intervening
terrain.  Supply redistribution also does not account for special needs
anywhere; it just tries to utilize production excess.  The
redistribution method is rather adhoc; units try to get rid of all their
excess supply, and try to take up supply from other units within supply
range.  Each direction is controlled independently, so for instance
airplanes can get automatically refueled from a nearby city, but not
from each other.  No unit will transfer all of its supply via supply
lines.  Normally units in the same cell can exchange supplies, but some
games can disable this behavior, so that explicit transfer using the
give and take commands is always necessary.

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