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Resource Unit Descriptions




Produce: This is a general term used to describe these Units. A Produce Unit is an aggregate of everything from crops, livestock, textiles, furniture etc. produce is more than just food.

Cost: Produce Table 10 EP's for use until Level 6 of Economic Research. (Only one use per turn on phase 8). Only Farmland territories apply.

Prerequisites: Level 1 of Economic Research, and Farmland territories.

Benefits:

  1. Prevents Units that require Produce from incurring Negative Political Points.

  2. At Level 7 of TR and with seven University Units every two Produce Units may be converted into an Oil Unit, deduct three points from the Carbon Dioxide Index for each Oil Unit produced in this manner each production cycle (Oil Units will still be counted as usual on phase 20).

  3. Allows Units that require only Produce to fully function.

  4. May be sold to the World Market or other players to earn Economic Points.

Pitfalls:

  1. No attack or defense. Can be stolen.


Steel: This is a general term used to describe these Units. A Steel Unit is an aggregate of everything from raw ores to minerals and alloys to machine parts etc.

Cost: Steel Table 10 EP's for use until Level 6 of Economic Research. (Only one use per Mining Unit on phase 8).

Prerequisites: Level 1 of Economic Research, and at least one Mining Unit.

Benefits:

  1. Steel is a prerequisite for many Unit types.

  2. At Level 8 of Technical Research and with ten Universities, Steel Units may be dumped into the sea, deduct 2 points from the Carbon Dioxide Index per Steel Unit.

  3. May be sold to the World Market or other players to earn Economic Points.

Pitfalls:

  1. No attack or defense. Can be stolen.

  2. Must be mined.



Gold: This is a general term used to describe these Units. A Gold Unit is an aggregate of precious metals and stones, but gold primarily.

Cost: Gold Table 20 EP's for use. (Only one use per Mining Unit on phase 8).

Prerequisites: Level 1 of Economic Research, and at least one Mining Unit.

Benefits:

  1. One Positive Political Point per Gold Unit owned every turn on phase 14.

  2. Keeps the value of EP's high. (See EPGM).

  3. May be sold to the World Market or other players to earn Economic Points.

Pitfalls:

  1. No attack or defense. Can be stolen.

  2. Must be mined.

  3. There are only 20 Gold Units to be mined in the entire game. First come first serve.

  4. When in the World Market, player's EP's loose value.



Oil: This is a general term used to describe these Units. A Oil Unit is an aggregate of fossil fuels and gases, but Oil Units are primarily an energy unit, and may depending on the player's Level of Technology represent other forms of energy such as Solar, Geothermal, Wind, etc.

Cost: Oil Table 20 EP's for use. (Only one use per Refinery Unit on phase 8).

Prerequisites: Level 1 of Economic Research, and at least one Refinery Unit.

Benefits:

  1. May be used at player's discretion.

  2. Allow Units that require only Oil to fully function.

  3. May be sold to the World Market or other players to earn Economic Points.

Pitfalls:

  1. No attack or defense. Can be stolen.

  2. Must be pumped or manufactured.

  3. Contributes to various Conditional Events when used.



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