.SY "stop <TYPE> <SECTS|SHIPS|PLANES|UNITS|NUKES>"
The stop command stops production and repairs for one update.
.s1
-Stopped sectors don't gain in efficiency, don't produce anything, and
+Stopped sectors don't gain efficiency, don't produce anything, and
don't work on ships, planes or units there, but otherwise function
normally: they still pay tax, distribute goods and so forth.
.s1
Stopping ships, planes and land units works just the same: they don't
-gain in efficiency, they don't produce anything (if applicable), and
+gain efficiency, they don't produce anything (if applicable), and
they don't work on embarked land units or planes.
.s1
Stopping nukes doesn't do anything in particular, right now.
.s1
-Conquering a sector stops it automatically. Stop orders expire at the
+Conquering a sector, ship, plane, land unit or nuke stops it
+automatically. Stop orders expire at the
update. Use the start command to countermand them manually.
.s1
.EX stop se 2,0
struct shpstr *sp;
struct plnstr *pp;
struct lndstr *lp;
+ struct nukstr *np;
int type;
struct nstr_item ni;
union empobj_storage cargo;
switch (unit->ef_type) {
case EF_SHIP:
sp = (struct shpstr *)unit;
+ sp->shp_off = 1;
break;
case EF_PLANE:
pp = (struct plnstr *)unit;
if (pp->pln_mobil > 0)
pp->pln_mobil = 0;
+ pp->pln_off = 1;
break;
case EF_LAND:
lp = (struct lndstr *)unit;
if (lp->lnd_mobil > 0)
lp->lnd_mobil = 0;
+ lp->lnd_off = 1;
lp->lnd_harden = 0;
break;
case EF_NUKE:
+ np = (struct nukstr *)unit;
+ np->nuk_off = 1;
break;
default:
CANT_REACH();