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

Hydrogen

Helium

Iron

Carbon

Oxygen

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)

MiniGame Tokens

Playing a mini game will result in the player receiving a Mini game specific token. There will be a vendor or trader that the player can trade in these tokens for upgrades and new buildings. These items will range in rpice and will require only tokens. This will hopefully give the player more incentive to play all our mini games!.