
Sector Types

. - sea
    Ships can sail here, other land-based operations can't happen. You
    can't own sea sectors.
^ - mountain
    These are land sectors, but you can't designate them. They cost a LOT
    of mobility to move onto.
- - wilderness
    Most of the usable world starts out this way. They are the default type
    of land sector. They cost more to move onto.
s - sanctuary
    You start with 2 of these. They cannot be attacked. You can't designate
    more.
c - capital
    Your active capital is the center of your coordinate system, and
    supplies you with BTUs. Defend harder. Can do anti-aircraft fire.
u - urban area
    Ore => increased civilians, which are are bundled in units of 10.
d - defense plant
    Ore => production => guns.
i - shell industry
    Ore => production => shells.
m - mine
    Time => production => ore. Mineral deposits are not consumed.
g - gold mine
    Gold deposits => production => gold bars. Gold deposits are consumed.
h - harbor
    Ore => production => ships (via build command).
w - warehouse
    Ore, shells and guns stored in bundles of 10.
* - airfield
    Ore => production => airplanes. Can do anti-aircraft fire.
t - technology center
    Ore => production => technological breakthroughs.
f - fortress
    Can fire guns, defend other sectors. Fight harder. Anti-aircraft fire.
r - research lab
    Ore => production => medical breakthroughs.
+ - highway
    100% highway costs nothing to move onto. Other countries can use
    highways unless they are checkpointed.
) - radar station
    Can see ships at sea and other sectors.
! - weather station
    Used to predict and map weather.
# - bridge head
    Ore => production => bridge spans in orthogonal directions (via build
    command).
= - bridge spans
    Like highways, but over water.
b - bank
    Collect interest on gold bars. Defend harder. Anti-aircraft fire.
x - exchange
    Used in international trade.
a - army boot camp
    civilians => time => military
