To build stuff, you generally need available work, raw materials
(e.g. light and heavy construction materials, oil, radioactive
materials), cash, and technology, depending on the thing being built.
+For nukes, you may also need research, depending on game
+configuration.
+Try commands \*Qversion\*U and \*Qshow\*U to learn
+how your game is configured.
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A sector's available work is work not used up by the update (building
efficiency, working on things, etc). It is shown in the output of the
put full crews on your newly built
ships and leave them in harbor until they reach 100%.
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-The work required to add a point of efficiency to a ship is
+The work required to add a point of efficiency to a ship is
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.NF
(20 + (lcm_to_build + 2 * hcm_to_build))/100
A small crew on a large ship
may not be able to make any repairs at all.
(Moral: keep your ships fully crewed in anticipation of future damage.)
-Repairs at sea do not use any lcms or hcms, but may not push the
+Repairs at sea do not use any lcms or hcms, but may not push the
efficiency of a ship over 80%.
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AIRFIELD SECTORS & BUILDING PLANES
it has reached 40% efficiency. Planes below 10% efficiency are
destroyed.
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-The work required to add a point of efficiency to a plane is
+The work required to add a point of efficiency to a plane is
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.NF
(20 + (lcm_to_build + 2 * hcm_to_build))/100
Planes will also gain efficiency in non-airport sectors, but at only 1/3rd
the normal rate.
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-Planes on carriers will also gain
+Planes on carriers will also gain
efficiency. The amount of work available is based on the carrier's crew,
and the rate is the same as a non-airport sector.
Repairs at sea do not use any materials, but may not push the
In order to build a land unit, you must have 10% of the items
listed by \*Qshow\*U available at the time of building. The land unit will
appear at 10% efficiency (a unit of less than 10% efficiency is
-dead). Then,
+dead). Then,
each update, the unit will grow in efficiency, and use up more
of the required goods until it reaches 100%.
.s1
-The work required to add a point of efficiency to a land unit is
+The work required to add a point of efficiency to a land unit is
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.NF
(20 + (lcm_to_build + 2 * hcm_to_build))/100
listed by \*Qshow\*U must be available at the time of building. New nukes
appear fully operational.
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-Note: If the DRNUKE option is enabled, you will need a certain amount
-of research to make nukes. At the present time, it is 1/3 the amount of
-tech needed to make the nuke. See the \*Qshow\*U command, which lists
-this if applicable.
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BUILDING BRIDGES
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A bridge is built in a sea sector by an adjacent sector.
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Ships can navigate under bridge spans that are at least 60% efficient.
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-.SA "Unit-types, Ship-types, Plane-types, Nuke-types, Bridges, show, upgrade, Maintenance, Ships, Planes, LandUnits, Sectors"
+.SA "Unit-types, Ship-types, Plane-types, Nuke-types, Bridges, show, upgrade, Maintenance, Ships, Planes, LandUnits, Nukes, Sectors"