Sector center

Description: A large, gray building characterized by blocky, brutalist architecture. A distinct lack of windows and smooth, rounded edges and corners lead to a bureaucratic appearance. The building acts as the head of affairs in tourism and citizenship, giving colonists a path towards citizenship.

Up to 5 of this building can be controlled by a single owner.

Requirements for sector center:

 * simple structure base x2      -- 30% of project quality
 * inert beam x10                      -- 30% of project quality
 * inert siding x8                       -- 20% of project quality
 * structure power core x4        -- 20% of project quality

Total complexity for this project: 85.0

HP: 2500  crime: 2 civ: 5 econ: 1 rec: 1 ind: 0

It has 3 rooms:

central plaza (entrance)
Contains one resource locker.

Obvious commands:

relax Relax for a while in the plaza.

governor's office (east)
Obvious commands:

citizens/civilians/population Display this sector's civilians.

exile  Permanently exile a civilian from the sector.

govern Manage sector allegiance.

defense Work in progress.

sectormap Shows a map of the sector, showing the number of buildings on each tile.

construction/building Manage colonist construction rights (off by default!).

buildings List all the buildings that belong to this sector.

res*ources View a readout of the local availability of resources around the sector center

colony View a readout of the sector center's population and building values.

events/history View a readout of recently recorded events.

roll*call Call back all your colonists to the center so you can give them orders or equip and heal them.

col*lection Configure colonist harvesting efforts.

mods/modules List modules.

activate Activate a module.

factorium district (south)
Obvious commands:

labor Perform manual labor for credits. (factorium labor contractor job)