forts/units/ships/planes firing on both sides to support, etc. Support
arguments are also as in attacking.
.s1
-See info \*QAttack\*U for the exact procedure. The sector being assaulted
+See info \*QAttacking\*U for the exact procedure. The sector being assaulted
will have exactly the same reaction to being conquered as if it were attacked
by land.
.s1
assault with spies only, and they will try and sneak on land. See "info Spies"
for more information.
.s1
-.SA "Spies, Attack, LandUnits, Ships, Combat"
+.SA "Spies, Attacking, LandUnits, Ships, Combat"
.SY "attack <SECT> [<forts?> <ships?> <arty?> <planes?>]"
.s1
The attack command is used to attack a sector from neighboring sectors.
-For more details, see "info Attack".
+For more details, see "info Attacking".
.s1
-.SA "Attack, Combat, LandUnits"
+.SA "Attacking, Combat, LandUnits"
Note that you can only board with as many mil and land units that the
ship you are trying to board can hold.
.s1
-See info \*QAttack\*U for the exact procedure.
+See info \*QAttacking\*U for the exact procedure.
.s1
-.SA "Attack, LandUnits, Ships, Combat"
+.SA "Attacking, LandUnits, Ships, Combat"
You can't do any country development commands until you break out
of sanctuary.
.s1
-.SA "Sector-types, Nation"
+.SA "Sector-types, Nations"
then that means that you will not pay it because you have chosen not
to pay that cost (i.e. you have set the priority of that item to 0).
.s1
-.SA "show, Sector-types, Nation, Update"
+.SA "show, Sector-types, Nations, Updates"
In addition, the \*Qdestination sector\*U must be a warehouse or harbor,
and must be greater than 60% efficient to receive commodities.
.s1
-.SA "reset, sell, market, Market"
+.SA "reset, sell, market, Commerce"
info BTU).
.FI
.s1
-.SA "origin, designate, BTU, Nation"
+.SA "origin, designate, BTU, Nations"
As a consequence
you won't want to do this while your arch-enemy is watching.
.s1
-.SA "nation, Nation"
+.SA "nation, Nations"
Note that a plane must be at least 40% efficient before it can leave
the ground.
.s1
-.SA "Plane-types, bomb, paradrop, drop, recon, Mobility, Planes, Moving"
+.SA "Plane-types, bomb, paradrop, drop, recon, Mobility, Planes, Transportation"
Note that you can only board with as many mil that the
unit you are trying to board can hold.
.s1
-See info \*QAttack\*U for the exact procedure.
+See info \*QAttacking\*U for the exact procedure.
.s1
-.SA "Attack, LandUnits, Combat"
+.SA "Attacking, LandUnits, Combat"
more mines than it can carry, then it will drop the rest as shells
into the sector.
.s1
-.SA "march, strength, move, explore, transport, Hitchance, Damage, Attack, LandUnits"
+.SA "march, strength, move, explore, transport, Hitchance, Damage, Attacking, LandUnits"
Missiles and pinbombers have a 100% chance of hitting their target
(provided they make it through plane/missile defenses). Collateral
damage will be done to the sector that the units were marching into.
-.SA "Unit-types, lmine, LandUnits, Moving, Spies"
+.SA "Unit-types, lmine, LandUnits, Transportation, Spies"
Looks just like Christmas at K-mart, doesn't it!
.FI
.s1
-.SA "buy, sell, reset, Market"
+.SA "buy, sell, reset, Commerce"
the sector will infect the sector that it moves into. Note that
sectors moved through will not catch the plague.
.s1
-.SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Moving"
+.SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Transportation"
For the country above, the chance would be (4.385283-2.01)/5.0 = .475 = 47%
chance that any individual sector's loyalty would go down.
.s1
-.SA "power, Nation"
+.SA "power, Nations"
While navigating, you cannot enter a sector that belongs to another
country unless they have FRIENDLY relations with you. This includes bridges, and harbors.
.s1
-.SA "mine, Ship-types, mission, order, sail, Ships, Moving"
+.SA "mine, Ship-types, mission, order, sail, Ships, Transportation"
1 sector
.FI
.s1
-.SA "Innards, Sectors, Update"
+.SA "Innards, Sectors, Updates"
Surviving transports will drop the paratroops they carry, which will
attack any enemy military occupying the target sector.
.s1
-See info \*QAttack\*U for the exact procedure. The sector being air-assaulted
+See info \*QAttacking\*U for the exact procedure. The sector being air-assaulted
will have exactly the same reaction to being conquered as if it were attacked
by land.
.s1
Note that a plane must be at least 40% efficient before it can leave
the ground.
.s1
-.SA "bomb, fly, drop, recon, Attack, Mobility, Combat, Planes"
+.SA "bomb, fly, drop, recon, Attacking, Mobility, Combat, Planes"
.s1
The boarding parties do not recognize relations. Thus "pboard *" will
board all planes in your territory whether owned by allies or enemies.
-.SA "Attack, Planes, Combat"
+.SA "Attacking, Planes, Combat"
If you are not a deity and the BLITZ option is off, then the "players"
command will only list your allies (and omit userid@host.name).
.s1
-.SA "country, Nation, Communication, Deity, Playing"
+.SA "country, Nations, Communication, Deity, Playing"
The research factor is either 1, if RES_POP is not being used, or 1+(max
pop in a sector)/10000, if it is being used.
.s1
-.SA "census, nation, Communication, Nation, Diplomacy"
+.SA "census, nation, Communication, Nations, Diplomacy"
26 sectors
.FI
.s1
-.SA "Products, Update, Production"
+.SA "Products, Updates, Producing"
statistic.
.FI
.s1
-.SA "country, Diplomacy, Nation"
+.SA "country, Diplomacy, Nations"
<PRICE> is the new asking price. An asking price of 0 will take
your goods off the market and return them to your harbor or warehouse.
.sp
-.SA "buy, sell, Market"
+.SA "buy, sell, Commerce"
of moving the items in question. This is based on the tax you pay
which is set by the deity (see \*Qinfo version\*U).
.s1
-.SA "buy, reset, Market"
+.SA "buy, reset, Commerce"
Note that ships are not \*Qdelivered\*U to the purchaser,
but planes and units are.
.sp
-.SA "trade, Market"
+.SA "trade, Commerce"
1 sector
.FI
.s1
-.SA "stop, census, Production, Update"
+.SA "stop, census, Producing, Updates"
1 sector
.FI
.s1
-.SA "start, census, Production, Update"
+.SA "start, census, Producing, Updates"
brackets, in this case, 4 guns and 40 shells. The nuclear armament of
planes is listed in parentheses.
.s1
-.SA "set, Market"
+.SA "set, Commerce"
.s1
See info \*QMobility\*U for the mobility cost to transport planes and nukes.
.s1
-.SA "arm, move, navigate, nuke, Mobility, Planes, Moving"
+.SA "arm, move, navigate, nuke, Mobility, Planes, Transportation"
The update command shows you when the next update will occur, and
describes the current update policies.
.sp
-.SA "zdone, Update"
+.SA "zdone, Updates"
+++ /dev/null
-.TH Concept "How to take a sector or ship from the enemy"
-.NA Attack "Details for attack, assault, paradrop, board and lboard"
-.LV Expert
-
-This info page describes 5 different commands: "attack", "assault",
-"paradrop", "board" and "lboard". These are the four commands that you
-use to take something (either a ship, land unit or a sector) from the
-enemy by force.
-
-Note that much of the board information relates to the lboard information,
-just apply it to a land unit instead of a ship.
-
-.NF
-A combat has 15 steps:
-(1) Ask the aggressor for the target sector/ship.
-(2) Ask the aggressor further details about the offensive force.
-(3) Estimate the odds and possibly ask the aggressor for confirmation.
-(4) Move reacting defensive units to the target sector.
-(5) Calculate defensive support.
-(6) Fight.
-(7) Spread the plague.
-(8) Take mobility and supply from land units.
-(9) Send reacting units home.
-(10) If successful, the aggressor takes the target sector/ship.
-(11) Remove mobility and efficiency from the target sector/ship.
-(12) Remove mobility from the aggressor's sectors/ship.
-(13) Possibly ask the aggressor for mil and units to move into the target.
-(14) Possibly interdict the aggressor's mil and units as they move.
-(15) Charge the aggressor BTU's.
-.FI
-.s1
-.L "(1) Ask the aggressor for the target sector/ship."
-.NF
-Sea, sanctuary, and wasteland are illegal targets.
-You may not assault a mountain.
-You may not paradrop into a mountain, capital, city, or fortress.
-You may only board a ship from the sector the ship is in, you may
-not board a ship which is faster than your ship, and you may not board
-a submarine at sea.
-You may only board a land unit from the sector the land unit is in.
-.FI
-.s1
-The "assault" command is the only command which will let you attack
-your own sector (you can use this to get mil & assault units on
-shore). You should not "attack" unowned land (see info explore).
-.s1
-If the SLOW_WAR option is enabled, you will not be able to attack
-a sector owned by a country you are not AT_WAR with, unless you
-are the old owner of the sector.
-.s1
-If the SNEAK_ATTACK option is also enabled, you can attack ONE sector
-owned by a country you are not AT_WAR with, paying $5K for the
-privilege. Once the sneak attack is done, you will automatically
-declare war against the enemy, and go through the normal SLOW_WAR
-sequence before you can attack again (see info relations).
-.s1
-.L "(2) Ask the aggressor further details about the offensive force."
-.s1
-When you board, you are asked for a ship or sector to board from.
-If you are attacking or assaulting, then you have the option to
-specify whether you want your forts/ships/plane/units to support your
-attack. If no support is specified, then it is assumed that
-you want support from all sources.
-.s1
-If you are not paradropping, then you will be asked for mil and units
-you would like to attack with.
-You must always leave at least 1 mil in
-the sector or ship you are attacking from, so you may never attack
-with all of your mil out of a sector or ship.
-The following limitations apply to the aggressor's mil:
-.NF
-Attack: You are limited by the mobility of the attacking sector
- according to the mob-cost to move the mil into the target sector.
-Assault: If the target sector contains mil, then you may only attack with
- 1/10th of your mil on board, unless your ship has "semi-land"
- capability in which case it is 1/4th, -or- if your ship has
- "land" capability in which case there is no limitation.
-Board: When boarding from a sector, the sector must have mob. When
- boarding from either a ship or a sector, the number of mil
- you may board with is limited to the maximum number of mil that the
- target ship can hold. Note that you can board land units
- from a sector only.
-
-The following restrictions apply to the aggressor's land units:
-A land unit must have mobility and be in supply (see info supply) in
-order to be able to enter the combat. Land units with "security",
-"supply" or "flak" capability may not attack. Also, you may not
-attack with artillery units (i.e. if frg > 0). Only land units with "assault"
-capability may assault or board.
-Attack: The land unit must have at least as much mobility that it
- would cost for it to march into the sector.
-Board: You may only board with as many land units as the target ship
- can hold. You cannot board a land unit with other land units.
-.FI
-.s1
-When asked whether you'd like to include a certain land unit in the
-combat, you will be given a prompt ending in [ynYNq?]. At this
-prompt, you can type:
-.NF
-y - yes this unit
-n - no this unit
-Y - yes all units in this army
-N - no all units in this army
-q - quit attack
-? - print this help message
-.FI
-.s1
-.L "(3) Estimate the odds and possibly ask the aggressor for confirmation."
-.NF
-The offense strength of your land units is mil * off where "mil" is the
-number of mil in the unit, and "off" is the offense multiplier of the
-unit (see show land stats), with the following exceptions:
-Assault: If the unit doesn't have "marine" capability, then its
- offense strength is cut in half.
-Board: If the unit doesn't have "marine" capability, then its
- offense strength is equal to half of the number of mil in the unit.
-.FI
-.s1
-The total offense strength is the number of mil plus the offense
-strength of all offensive units. This number is then multiplied by
-the offense value of the sector the mil and units are attacking from
-(see show sector stats). Ships have an offense value of 1.
-.s1
-The defense strength of a land unit is the total number of mil in the
-unit times its defense multiplier (see show land stats). The only
-exception to this is non-marine land units on ships which have a
-strength equal to the total number of mil in them. The defense
-strength of units out of supply is cut in half. The defense strength
-of fortified units is multiplied by (127 + fortification) / 127.
-.s1
-The total defense strength is the number of mil plus the defense
-strength of all defensive units. This number is then multiplied by
-the defense value of the sector the mil and units are in (see show
-sector stats). Ships have a defense value of 1 + def/100 (see show
-ship stats). You can use the "strength" command to see the defense
-strength of your sectors.
-.s1
-Now, When your scouts estimate the defense strength, they only count
-land units and mil that they see. If your scouts didn't notice the
-efficiency of the defending units, then they assume that they are at
-100% efficiency. Your scouts also assume that none of the enemy units
-are fortified. Once your scouts have come up with an "estimated
-defense strength", then that number is compared with your offense
-strength. The
-output so far might look like this:
-.EX attack -14,2
-.NF
--14,2 is a 100% 5 harbor with approximately 0 military.
-Number of mil from headquarters at -15,3 (max 108) : 10
-cavalry #7 has a base attack value of 44
-attack with cavalry #7 in -15,3 (~ 100%) [ynYNq?] y
-cavalry #24 has a base attack value of 44
-
- Initial attack strength: 108
-Scouts report defending unit: inf1 infantry 1 #22 (efficiency 71, tech 169)
-Scouts report defending unit: inf2 infantry 2 #41 (efficiency 94, tech 169)
-Scouts report defending unit: inf2 infantry 2 #42 (efficiency 94, tech 173)
-Scouts report defending unit: inf2 infantry 2 #43 (efficiency 65, tech 139)
- Estimated defense strength: 1118
- Estimated odds: 8%
-
-.FI
-.s1
-Note that your estimated odds are calculated before any enemy units
-have reacted, and before support multipliers are calculated, so they
-will not be particularly accurate.
-.s1
-.L "(4) Move reacting defensive units to the target sector."
-.s1
-If the target is not a mountain, then defensive units in nearby
-sectors may react. Defensive units will keep reacting until the
-defense strength is 1.2 times the offense strength. The following
-restrictions apply to reacting land units:
-.NF
-- The efficiency of the unit must be higher than it's retreat percentage.
-- The unit must be in supply.
-- The unit must have enough mobility to get to the target.
-- The unit must be in range.
-.FI
-If the unit is in a 60% efficient headquarters, then 1 is added to its
-reaction radius. If it is on "reserve" mission, then 2 is added to
-the radius. Note that you can limit the reaction radius of your land
-units using the "lrange" command.
-.s1
-.L "(5) Calculate support."
-.s1
-For attack and assault, both offensive and defensive support is
-calculated. For paradrop, only defensive support is calculated, and
-for board and lboard there is no support (however, defending ships within range
-will fire on the boarding ship or sector before the fight if boarding
-a ship).
-.s1
-The aggressor's support is calculated based on what the aggressor
-asked for. Defensive support is only called in to the extent that it
-would be useful. If the aggressor outnumbers the defender 10-to-1,
-then the defender will not have any support. Otherwise, the defender
-will keep calling in support until its strength is at least 1.2 times
-the offense strength.
-.s1
-Fort, ship, and unit support is simply those forts, ships, and units
-in range that can fire (see info fire). Note that ships and units on
-missions will not fire support. Plane support comes from
-those planes on "support" mission. The support multiplier is
-.NF
-1.0 + fortdamage/100 + shipdamage/100 + planedamage/100 + unitdamage/100.
-.FI
-.s1
-Ships/forts/units belonging to allies of the combatants will support,
-if they are at war with the other combatant. (For example, if A is allied
-with B, and at war with C, and A attacks C, things belonging to B will
-support the attack if able. The same is true for defense. If C attacks
-A, the B stuff will help defend A)
-.s1
-After these four supports are calculated, then land mine support is
-added to the defense support. Defending land mines add (number of mines) *
-0.02 to a maximum of 0.40. If there are attacking engineers present,
-this number is cut in half.
-.s1
-.L "(6) Fight."
-.s1
-Total offense and defense strength are multiplied by their support
-multipliers to obtain the final combat strengths. From this, odds are
-calculated. Then in each "round", a chance according to the combat
-odds determines whether an aggressor or defender troop is lost. Troops
-killed in combat are first taken from the mil (from the sector
-containing the most mil), and then from the units (from the unit
-containing the most mil). Combat odds are recalculated and the
-process continues until there is a victor. Each time there is a
-casualty, a character is printed:
-.NF
-! means a defending soldier bit it
-@ means one of your soldiers went doan
-.FI
-.s1
-If the effiency of a land unit is less than its retreat percentage when
-it gets hit, then it will need to make a morale check.
-The chance of failing a morale check is (retreat
-percentage - efficiency). If the unit has nowhere to retreat to, then
-it takes "extra losses" which amounts to an extra 10% docked from its
-efficiency. Otherwise, the land unit retreats to the adjacent sector
-containing the maximum number of civs. Units will never retreat into
-mountains.
-.s1
-Also note that once all of the military on a land unit are killed, the
-land unit stops defending. What this means is that a land unit can
-become "trapped" in an sector if an enemy takes it over after killing
-all the military on a land unit while the land unit may not be destroyed.
-.s1
-When planning an attack remember that overwhelming forces greatly increases
-your odds; i.e., attacking 10 men with 40 will result in your losing
-fewer troops than if you had attacked with 20.
-.s1
-.L "(7) Spread the plague."
-.s1
-If any combatant in a battle is infected with the plague, all potential
-comnbatants in the battle are infected as well (if they do not already
-have some level of plague already.)
-.s1
-.L "(8) Take mobility and supply from land units."
-.s1
-The "aggresor loss factor" is equal to the number of aggressor
-casualties divided by the total number of aggressor troops that went into
-the conflict. Similarly, the "defender loss factor" is calculated.
-Then each land unit loses mobility equal to 10 * (loss factor).
-Defensive land units on reserve mission only lose half of that. Also
-there is a chance equal to the loss factor that the land unit will use
-up some of its supply (see info supply).
-.s1
-.L "(9) Send reacting units home."
-.s1
-If the defending land unit did not retreat, then send it back to where
-it came from at no mobility charge.
-.s1
-.L "(10) If successful, the aggressor takes the target sector/ship."
-.s1
-Either 1 aggressor mil (first choice) or one land unit (second choice)
-is automatically moved into the conquered ship or sector to occupy it.
-Since this mil or unit is effectively "chasing out" the remnants of
-the defending forces, the defender will not interdict it (because he
-won't want to damage his forces with "friendly fire").
-.NF
-This is what happens to the sector when you take it:
-- All delivery and distribution information is wiped.
-- The production in the sector is stopped (see info stop).
-- Planes in the sector owned by the player you just took the sector from
- lose 30 plus random(100) efficiency and go to 0 mob. If the new efficiency
- is less than 10%, the plane is blown up.
-- Units in the sector owned by the player you just took the sector from
- lose 30 plus random(100) efficiency and go to 0 mob. If the new efficiency
- is less than 10%, the unit is blown up.
-- The avail is set to 0.
-- New che are created (see info Guerrilla).
-- Set the loyalty of the sector to 50 (see info Citizens).
-- Reduce the mobility to 0.
-- The civs in the sector become "conquered populace" (see info Occupation).
-
-When you take a ship:
-- Mission, retreat info and fleet info is wiped.
-- Planes and land units on the ship are reduced to 10%.
-
-When you take a land unit:
-- Mission, retreat info and army info is wiped.
-- Planes and land units on the unit are reduced to 10%.
-
-When you take someone's capital, the defender loses half of their
-money or $3000 whichever is greater. If the defender wasn't broke to
-begin with, then the aggressor gets half of their money times (1/5 +
-4/5 * efficiency of the sector).
-.FI
-.s1
-.L "(11) Remove mobility and efficiency from the target sector/ship."
-.s1
-The efficiency of the target sector or ship is damaged by a percentage
-equal to the total number of casualties divided by ten.
-.s1
-If the target is a sector, then it will lose a percentage of the
-mobility equal to the number of defender mil casualties divided by the
-total number of mil that were originally in that sector, up to a
-maximum of 20 mobility. So if for example, your casualty fraction was
-70/100, and your sector started with 50 mobility, then you would lose
-min(20, 50*70/100) = min(20, 35) = 20 mobility.
-.s1
-.L "(12) Remove mobility from the aggressor's sectors and ships."
-.s1
-The pre-combat mobility costs are:
-.NF
-Attack: Remove mobility equal to the mob cost to move the mil into the
- target sector.
-Board: If boarding from a ship, the cost is the half of the speed of the
- defending ship times the efficiency of the defending ship.
- If boarding from a sector, the cost is the number of boarding
- mil divided by 5. This applies for boarding of ships and land units.
-.FI
-.s1
-Only sectors are charged an additional post-combat mobility cost.
-In this case, the amount of mobility the sector loses is calculated
-using the same formula as is used for the defending sector's mobility cost.
-.s1
-.L "(13) Possibly ask the aggressor for mil and units to move into the target."
-.s1
-If the combat was an assault, paradrop, board or lboard, then all victorious
-mil and units are automatically moved into the target. The mil are
-moved in with no mobility charge. If the combat is assault, then
-the mil will take an amount of food with them proportional to the
-number of people leaving the ship. The mobility cost to land units is
-as follows:
-.NF
-Assault: If the land units are attacking from a ship with "land" capability,
- then land units are charged (update mob) mobility, except for
- "marine" units which are only charged half of that. For all
- other kinds of ships, land units go to -(update mob), except for
- "marine" units which go to zero. Here, (update mob) refers to
- the amount of mobility that units gain at the update.
-Board: Marine units are charged 10 mobility and other land units are
- charged 40.
-.FI
-.s1
-In the case of attack, the aggressor is asked what they'd
-like to move in as follows: First, the aggressor is asked how many mil
-they would like to move in from each attacking sector. This number is
-limited by the amount of mobility left in the attacking sector. Then
-the aggressor is asked which land units they'd like to move into the
-sector with the same [ynYNq?] prompt as above, the only difference
-being that 'q' now means "don't move anything in". The mobility costs
-here are the same as for "move" and "march".
-.s1
-.L "(14) Possibly interdict the aggressor's mil and units as they move."
-.s1
-Post-attack interdiction only occurrs in the "attack" command (and not
-in "assault", "paradrop", "board" or "lboard").
-When you move your mil into the target sector after an attack, you
-will risk the same chances of interdiction (number of mil / 200) and
-stepping on land mines (see "info lmine") as
-if you were moving them using the "move" command.
-.s1
-Similarly, once you have specified which land units you'd like to move
-into the conquered sector, then all of your units will move in at
-once, and they will be interdicted in the same way as though they were
-being moved using the "march" command, including the danger of
-stepping on land mines. Note that there is no
-post-attack interdiction and no danger of stepping on land mines if the
-INTERDICT_ATT option is disabled (see version).
-.s1
-.L "(15) Charge the aggressor BTU's."
-.s1
-The BTU cost is equal to 0.5 + (the total number of casualties) * 0.015.
-.s1
-.SA "attack, assault, paradrop, board, lboard, Combat"
--- /dev/null
+.TH Concept "How to take a sector or ship from the enemy"
+.NA Attacking "Details for attack, assault, paradrop, board and lboard"
+.LV Expert
+
+This info page describes 5 different commands: "attack", "assault",
+"paradrop", "board" and "lboard". These are the four commands that you
+use to take something (either a ship, land unit or a sector) from the
+enemy by force.
+
+Note that much of the board information relates to the lboard information,
+just apply it to a land unit instead of a ship.
+
+.NF
+A combat has 15 steps:
+(1) Ask the aggressor for the target sector/ship.
+(2) Ask the aggressor further details about the offensive force.
+(3) Estimate the odds and possibly ask the aggressor for confirmation.
+(4) Move reacting defensive units to the target sector.
+(5) Calculate defensive support.
+(6) Fight.
+(7) Spread the plague.
+(8) Take mobility and supply from land units.
+(9) Send reacting units home.
+(10) If successful, the aggressor takes the target sector/ship.
+(11) Remove mobility and efficiency from the target sector/ship.
+(12) Remove mobility from the aggressor's sectors/ship.
+(13) Possibly ask the aggressor for mil and units to move into the target.
+(14) Possibly interdict the aggressor's mil and units as they move.
+(15) Charge the aggressor BTU's.
+.FI
+.s1
+.L "(1) Ask the aggressor for the target sector/ship."
+.NF
+Sea, sanctuary, and wasteland are illegal targets.
+You may not assault a mountain.
+You may not paradrop into a mountain, capital, city, or fortress.
+You may only board a ship from the sector the ship is in, you may
+not board a ship which is faster than your ship, and you may not board
+a submarine at sea.
+You may only board a land unit from the sector the land unit is in.
+.FI
+.s1
+The "assault" command is the only command which will let you attack
+your own sector (you can use this to get mil & assault units on
+shore). You should not "attack" unowned land (see info explore).
+.s1
+If the SLOW_WAR option is enabled, you will not be able to attack
+a sector owned by a country you are not AT_WAR with, unless you
+are the old owner of the sector.
+.s1
+If the SNEAK_ATTACK option is also enabled, you can attack ONE sector
+owned by a country you are not AT_WAR with, paying $5K for the
+privilege. Once the sneak attack is done, you will automatically
+declare war against the enemy, and go through the normal SLOW_WAR
+sequence before you can attack again (see info relations).
+.s1
+.L "(2) Ask the aggressor further details about the offensive force."
+.s1
+When you board, you are asked for a ship or sector to board from.
+If you are attacking or assaulting, then you have the option to
+specify whether you want your forts/ships/plane/units to support your
+attack. If no support is specified, then it is assumed that
+you want support from all sources.
+.s1
+If you are not paradropping, then you will be asked for mil and units
+you would like to attack with.
+You must always leave at least 1 mil in
+the sector or ship you are attacking from, so you may never attack
+with all of your mil out of a sector or ship.
+The following limitations apply to the aggressor's mil:
+.NF
+Attack: You are limited by the mobility of the attacking sector
+ according to the mob-cost to move the mil into the target sector.
+Assault: If the target sector contains mil, then you may only attack with
+ 1/10th of your mil on board, unless your ship has "semi-land"
+ capability in which case it is 1/4th, -or- if your ship has
+ "land" capability in which case there is no limitation.
+Board: When boarding from a sector, the sector must have mob. When
+ boarding from either a ship or a sector, the number of mil
+ you may board with is limited to the maximum number of mil that the
+ target ship can hold. Note that you can board land units
+ from a sector only.
+
+The following restrictions apply to the aggressor's land units:
+A land unit must have mobility and be in supply (see info supply) in
+order to be able to enter the combat. Land units with "security",
+"supply" or "flak" capability may not attack. Also, you may not
+attack with artillery units (i.e. if frg > 0). Only land units with "assault"
+capability may assault or board.
+Attack: The land unit must have at least as much mobility that it
+ would cost for it to march into the sector.
+Board: You may only board with as many land units as the target ship
+ can hold. You cannot board a land unit with other land units.
+.FI
+.s1
+When asked whether you'd like to include a certain land unit in the
+combat, you will be given a prompt ending in [ynYNq?]. At this
+prompt, you can type:
+.NF
+y - yes this unit
+n - no this unit
+Y - yes all units in this army
+N - no all units in this army
+q - quit attack
+? - print this help message
+.FI
+.s1
+.L "(3) Estimate the odds and possibly ask the aggressor for confirmation."
+.NF
+The offense strength of your land units is mil * off where "mil" is the
+number of mil in the unit, and "off" is the offense multiplier of the
+unit (see show land stats), with the following exceptions:
+Assault: If the unit doesn't have "marine" capability, then its
+ offense strength is cut in half.
+Board: If the unit doesn't have "marine" capability, then its
+ offense strength is equal to half of the number of mil in the unit.
+.FI
+.s1
+The total offense strength is the number of mil plus the offense
+strength of all offensive units. This number is then multiplied by
+the offense value of the sector the mil and units are attacking from
+(see show sector stats). Ships have an offense value of 1.
+.s1
+The defense strength of a land unit is the total number of mil in the
+unit times its defense multiplier (see show land stats). The only
+exception to this is non-marine land units on ships which have a
+strength equal to the total number of mil in them. The defense
+strength of units out of supply is cut in half. The defense strength
+of fortified units is multiplied by (127 + fortification) / 127.
+.s1
+The total defense strength is the number of mil plus the defense
+strength of all defensive units. This number is then multiplied by
+the defense value of the sector the mil and units are in (see show
+sector stats). Ships have a defense value of 1 + def/100 (see show
+ship stats). You can use the "strength" command to see the defense
+strength of your sectors.
+.s1
+Now, When your scouts estimate the defense strength, they only count
+land units and mil that they see. If your scouts didn't notice the
+efficiency of the defending units, then they assume that they are at
+100% efficiency. Your scouts also assume that none of the enemy units
+are fortified. Once your scouts have come up with an "estimated
+defense strength", then that number is compared with your offense
+strength. The
+output so far might look like this:
+.EX attack -14,2
+.NF
+-14,2 is a 100% 5 harbor with approximately 0 military.
+Number of mil from headquarters at -15,3 (max 108) : 10
+cavalry #7 has a base attack value of 44
+attack with cavalry #7 in -15,3 (~ 100%) [ynYNq?] y
+cavalry #24 has a base attack value of 44
+
+ Initial attack strength: 108
+Scouts report defending unit: inf1 infantry 1 #22 (efficiency 71, tech 169)
+Scouts report defending unit: inf2 infantry 2 #41 (efficiency 94, tech 169)
+Scouts report defending unit: inf2 infantry 2 #42 (efficiency 94, tech 173)
+Scouts report defending unit: inf2 infantry 2 #43 (efficiency 65, tech 139)
+ Estimated defense strength: 1118
+ Estimated odds: 8%
+
+.FI
+.s1
+Note that your estimated odds are calculated before any enemy units
+have reacted, and before support multipliers are calculated, so they
+will not be particularly accurate.
+.s1
+.L "(4) Move reacting defensive units to the target sector."
+.s1
+If the target is not a mountain, then defensive units in nearby
+sectors may react. Defensive units will keep reacting until the
+defense strength is 1.2 times the offense strength. The following
+restrictions apply to reacting land units:
+.NF
+- The efficiency of the unit must be higher than it's retreat percentage.
+- The unit must be in supply.
+- The unit must have enough mobility to get to the target.
+- The unit must be in range.
+.FI
+If the unit is in a 60% efficient headquarters, then 1 is added to its
+reaction radius. If it is on "reserve" mission, then 2 is added to
+the radius. Note that you can limit the reaction radius of your land
+units using the "lrange" command.
+.s1
+.L "(5) Calculate support."
+.s1
+For attack and assault, both offensive and defensive support is
+calculated. For paradrop, only defensive support is calculated, and
+for board and lboard there is no support (however, defending ships within range
+will fire on the boarding ship or sector before the fight if boarding
+a ship).
+.s1
+The aggressor's support is calculated based on what the aggressor
+asked for. Defensive support is only called in to the extent that it
+would be useful. If the aggressor outnumbers the defender 10-to-1,
+then the defender will not have any support. Otherwise, the defender
+will keep calling in support until its strength is at least 1.2 times
+the offense strength.
+.s1
+Fort, ship, and unit support is simply those forts, ships, and units
+in range that can fire (see info fire). Note that ships and units on
+missions will not fire support. Plane support comes from
+those planes on "support" mission. The support multiplier is
+.NF
+1.0 + fortdamage/100 + shipdamage/100 + planedamage/100 + unitdamage/100.
+.FI
+.s1
+Ships/forts/units belonging to allies of the combatants will support,
+if they are at war with the other combatant. (For example, if A is allied
+with B, and at war with C, and A attacks C, things belonging to B will
+support the attack if able. The same is true for defense. If C attacks
+A, the B stuff will help defend A)
+.s1
+After these four supports are calculated, then land mine support is
+added to the defense support. Defending land mines add (number of mines) *
+0.02 to a maximum of 0.40. If there are attacking engineers present,
+this number is cut in half.
+.s1
+.L "(6) Fight."
+.s1
+Total offense and defense strength are multiplied by their support
+multipliers to obtain the final combat strengths. From this, odds are
+calculated. Then in each "round", a chance according to the combat
+odds determines whether an aggressor or defender troop is lost. Troops
+killed in combat are first taken from the mil (from the sector
+containing the most mil), and then from the units (from the unit
+containing the most mil). Combat odds are recalculated and the
+process continues until there is a victor. Each time there is a
+casualty, a character is printed:
+.NF
+! means a defending soldier bit it
+@ means one of your soldiers went doan
+.FI
+.s1
+If the effiency of a land unit is less than its retreat percentage when
+it gets hit, then it will need to make a morale check.
+The chance of failing a morale check is (retreat
+percentage - efficiency). If the unit has nowhere to retreat to, then
+it takes "extra losses" which amounts to an extra 10% docked from its
+efficiency. Otherwise, the land unit retreats to the adjacent sector
+containing the maximum number of civs. Units will never retreat into
+mountains.
+.s1
+Also note that once all of the military on a land unit are killed, the
+land unit stops defending. What this means is that a land unit can
+become "trapped" in an sector if an enemy takes it over after killing
+all the military on a land unit while the land unit may not be destroyed.
+.s1
+When planning an attack remember that overwhelming forces greatly increases
+your odds; i.e., attacking 10 men with 40 will result in your losing
+fewer troops than if you had attacked with 20.
+.s1
+.L "(7) Spread the plague."
+.s1
+If any combatant in a battle is infected with the plague, all potential
+comnbatants in the battle are infected as well (if they do not already
+have some level of plague already.)
+.s1
+.L "(8) Take mobility and supply from land units."
+.s1
+The "aggresor loss factor" is equal to the number of aggressor
+casualties divided by the total number of aggressor troops that went into
+the conflict. Similarly, the "defender loss factor" is calculated.
+Then each land unit loses mobility equal to 10 * (loss factor).
+Defensive land units on reserve mission only lose half of that. Also
+there is a chance equal to the loss factor that the land unit will use
+up some of its supply (see info supply).
+.s1
+.L "(9) Send reacting units home."
+.s1
+If the defending land unit did not retreat, then send it back to where
+it came from at no mobility charge.
+.s1
+.L "(10) If successful, the aggressor takes the target sector/ship."
+.s1
+Either 1 aggressor mil (first choice) or one land unit (second choice)
+is automatically moved into the conquered ship or sector to occupy it.
+Since this mil or unit is effectively "chasing out" the remnants of
+the defending forces, the defender will not interdict it (because he
+won't want to damage his forces with "friendly fire").
+.NF
+This is what happens to the sector when you take it:
+- All delivery and distribution information is wiped.
+- The production in the sector is stopped (see info stop).
+- Planes in the sector owned by the player you just took the sector from
+ lose 30 plus random(100) efficiency and go to 0 mob. If the new efficiency
+ is less than 10%, the plane is blown up.
+- Units in the sector owned by the player you just took the sector from
+ lose 30 plus random(100) efficiency and go to 0 mob. If the new efficiency
+ is less than 10%, the unit is blown up.
+- The avail is set to 0.
+- New che are created (see info Guerrilla).
+- Set the loyalty of the sector to 50 (see info Citizens).
+- Reduce the mobility to 0.
+- The civs in the sector become "conquered populace" (see info Occupation).
+
+When you take a ship:
+- Mission, retreat info and fleet info is wiped.
+- Planes and land units on the ship are reduced to 10%.
+
+When you take a land unit:
+- Mission, retreat info and army info is wiped.
+- Planes and land units on the unit are reduced to 10%.
+
+When you take someone's capital, the defender loses half of their
+money or $3000 whichever is greater. If the defender wasn't broke to
+begin with, then the aggressor gets half of their money times (1/5 +
+4/5 * efficiency of the sector).
+.FI
+.s1
+.L "(11) Remove mobility and efficiency from the target sector/ship."
+.s1
+The efficiency of the target sector or ship is damaged by a percentage
+equal to the total number of casualties divided by ten.
+.s1
+If the target is a sector, then it will lose a percentage of the
+mobility equal to the number of defender mil casualties divided by the
+total number of mil that were originally in that sector, up to a
+maximum of 20 mobility. So if for example, your casualty fraction was
+70/100, and your sector started with 50 mobility, then you would lose
+min(20, 50*70/100) = min(20, 35) = 20 mobility.
+.s1
+.L "(12) Remove mobility from the aggressor's sectors and ships."
+.s1
+The pre-combat mobility costs are:
+.NF
+Attack: Remove mobility equal to the mob cost to move the mil into the
+ target sector.
+Board: If boarding from a ship, the cost is the half of the speed of the
+ defending ship times the efficiency of the defending ship.
+ If boarding from a sector, the cost is the number of boarding
+ mil divided by 5. This applies for boarding of ships and land units.
+.FI
+.s1
+Only sectors are charged an additional post-combat mobility cost.
+In this case, the amount of mobility the sector loses is calculated
+using the same formula as is used for the defending sector's mobility cost.
+.s1
+.L "(13) Possibly ask the aggressor for mil and units to move into the target."
+.s1
+If the combat was an assault, paradrop, board or lboard, then all victorious
+mil and units are automatically moved into the target. The mil are
+moved in with no mobility charge. If the combat is assault, then
+the mil will take an amount of food with them proportional to the
+number of people leaving the ship. The mobility cost to land units is
+as follows:
+.NF
+Assault: If the land units are attacking from a ship with "land" capability,
+ then land units are charged (update mob) mobility, except for
+ "marine" units which are only charged half of that. For all
+ other kinds of ships, land units go to -(update mob), except for
+ "marine" units which go to zero. Here, (update mob) refers to
+ the amount of mobility that units gain at the update.
+Board: Marine units are charged 10 mobility and other land units are
+ charged 40.
+.FI
+.s1
+In the case of attack, the aggressor is asked what they'd
+like to move in as follows: First, the aggressor is asked how many mil
+they would like to move in from each attacking sector. This number is
+limited by the amount of mobility left in the attacking sector. Then
+the aggressor is asked which land units they'd like to move into the
+sector with the same [ynYNq?] prompt as above, the only difference
+being that 'q' now means "don't move anything in". The mobility costs
+here are the same as for "move" and "march".
+.s1
+.L "(14) Possibly interdict the aggressor's mil and units as they move."
+.s1
+Post-attack interdiction only occurrs in the "attack" command (and not
+in "assault", "paradrop", "board" or "lboard").
+When you move your mil into the target sector after an attack, you
+will risk the same chances of interdiction (number of mil / 200) and
+stepping on land mines (see "info lmine") as
+if you were moving them using the "move" command.
+.s1
+Similarly, once you have specified which land units you'd like to move
+into the conquered sector, then all of your units will move in at
+once, and they will be interdicted in the same way as though they were
+being moved using the "march" command, including the danger of
+stepping on land mines. Note that there is no
+post-attack interdiction and no danger of stepping on land mines if the
+INTERDICT_ATT option is disabled (see version).
+.s1
+.L "(15) Charge the aggressor BTU's."
+.s1
+The BTU cost is equal to 0.5 + (the total number of casualties) * 0.015.
+.s1
+.SA "attack, assault, paradrop, board, lboard, Combat"
So if your sector get overcrowded the ship will sit in the harbor
until it can unload all of its food.
.FI
-.SA "Autonav, order, navigate, Ships, Populace, Update"
+.SA "Autonav, order, navigate, Ships, Populace, Updates"
that you may only use harbours owned by nations which consider you to
be a friendly trading partner (see info relations).
.s1
-.SA "navigate, order, Ships, Update"
+.SA "navigate, order, Ships, Updates"
civs, mil, and uws take 0.4 * %damage
.fi
-.SA "fire, launch, torpedo, lmine, bomb, Hitchance, Attack, Combat"
+.SA "fire, launch, torpedo, lmine, bomb, Hitchance, Attacking, Combat"
= 36.43
.fi
.s1
-.SA "Happiness, Innards, nation, Products, Research, Technology, Nation, Production, Update"
+.SA "Happiness, Innards, nation, Products, Research, Technology, Nations, Producing, Updates"
(after the current population has eaten),
only three babies will be born and one unit of food will be left.
.s1
-.SA "Innards, Populace, Update"
+.SA "Innards, Populace, Updates"
fortification bonus. Any units with the
\*Qsecurity\*U ability will also kill some che before anything else is
done (commando raids).
-.SA "Populace, Occupation, Update"
+.SA "Populace, Occupation, Updates"
It has also been rumored that increasing happiness will help to keep
the rebels in check somewhat, but the exact results are sketchy at best.
.s1
-.SA "Education, Innards, nation, Products, Research, Technology, attack, Nation, Production, Update"
+.SA "Education, Innards, nation, Products, Research, Technology, attack, Nations, Producing, Updates"
On the other hand, you can just find out the hitchance by pinbombing
or launching a missile--the hitchance is always printed! :-)
.fi
-.SA "fire, launch, bomb, torpedo, Attack, Damage, Interception, Combat"
+.SA "fire, launch, bomb, torpedo, Attacking, Damage, Interception, Combat"
not pay your maintenance costs for a 50% frigate, then the frigate
would drop to 38% efficiency.
.s1
-.SA "Unit-types, Ship-types, Plane-types, Ships, LandUnits, Planes, Update"
+.SA "Unit-types, Ship-types, Plane-types, Ships, LandUnits, Planes, Updates"
Land units are charged mobility for the following actions:
1. Fighting
-See "info Attack" for the mobility cost to attack.
+See "info Attacking" for the mobility cost to attack.
2. Fighting rebels
For each 2 points of efficiency a land unit looses fighting rebels at
to move one sector.
3. Boarding a ship from a ship
-See "info Attack" for the mobility cost to board a ship from a ship.
+See "info Attacking" for the mobility cost to board a ship from a ship.
4. Navigating and retreating
The mobility cost for a ship to navigate or retreat is:
(new mobility) = (old mobility) * (1 - newmil / (starv civs))
4. Fighting
-See "info Attack" for the mobility cost of attacking.
+See "info Attacking" for the mobility cost of attacking.
5. Moving commodities
Sectors move commodities in the "move" and "explore" commands, when
way that efficiency goes down (see "info Damage").
.fi
-.SA "Sectors, Ships, LandUnits, Planes, Moving"
+.SA "Sectors, Ships, LandUnits, Planes, Transportation"
+++ /dev/null
-.TH Concept "Moving Things About"
-.NA Move "A quick reference for moving things around"
-.LV Basic
-.s1
-Most of Empire consists of you moving something from one place to
-another. The following table tells you which commands you use
-to move the kind of thing that you want to move.
-.s1
-.NF
-What From To Command
-----------------------------------------------------
-comm sector sector move <WHAT> <FROM> <NUM> <TO>
-comm/land/plane sector ship load <WHAT> <SHIP> <NUM>
-comm/plane sector unit lload <WHAT> <UNIT> <NUM>
-comm/land/plane ship sector unload <WHAT> <FROM> <NUM>
-comm/land ship ship tend <WHAT> <FROM> <NUM> <TO>
-comm ship unit ltend <WHAT> <FROM> <NUM> <TO>
-comm/plane unit sector lunload <WHAT> <FROM> <NUM>
-unit sector sector march <UNITS>
-ship sector sector navi <UNITS>
-plane sector sector trans <PLANE> <TO>
-nuke sector sector trans <FROM> <TYPE> <NUM> <TO>
-nuke sector plane arm <PLANE> <TYPE>
-nuke plane sector disarm <PLANE>
-.FI
-.s1
-Note that in the case of load, lload, unload, tend, and lunload, the
-way you specify whether you are moving a commodity, land unit or plane
-is by using the word "land" or "plane" instead of the commodity name
-in the <WHAT> field. If <WHAT> is "land" or "plane", then <NUM> is
-the unit or plane id. So for example, to load ship #1 with land unit
-#2, you would type:
-.EX "load land 1 2"
-.s1
-.SA "Mobility, Moving"
-
--- /dev/null
+.TH Concept "Moving Things About"
+.NA Moving "A quick reference for moving things around"
+.LV Basic
+.s1
+Most of Empire consists of you moving something from one place to
+another. The following table tells you which commands you use
+to move the kind of thing that you want to move.
+.s1
+.NF
+What From To Command
+----------------------------------------------------
+comm sector sector move <WHAT> <FROM> <NUM> <TO>
+comm/land/plane sector ship load <WHAT> <SHIP> <NUM>
+comm/plane sector unit lload <WHAT> <UNIT> <NUM>
+comm/land/plane ship sector unload <WHAT> <FROM> <NUM>
+comm/land ship ship tend <WHAT> <FROM> <NUM> <TO>
+comm ship unit ltend <WHAT> <FROM> <NUM> <TO>
+comm/plane unit sector lunload <WHAT> <FROM> <NUM>
+unit sector sector march <UNITS>
+ship sector sector navi <UNITS>
+plane sector sector trans <PLANE> <TO>
+nuke sector sector trans <FROM> <TYPE> <NUM> <TO>
+nuke sector plane arm <PLANE> <TYPE>
+nuke plane sector disarm <PLANE>
+.FI
+.s1
+Note that in the case of load, lload, unload, tend, and lunload, the
+way you specify whether you are moving a commodity, land unit or plane
+is by using the word "land" or "plane" instead of the commodity name
+in the <WHAT> field. If <WHAT> is "land" or "plane", then <NUM> is
+the unit or plane id. So for example, to load ship #1 with land unit
+#2, you would type:
+.EX "load land 1 2"
+.s1
+.SA "Mobility, Transportation"
+
state at the next update. There is very little time to isolate the
sector and limit deaths caused by plague.
.s1
-.SA "Innards, Research, Sector-types, Technology, Populace, Update"
+.SA "Innards, Research, Sector-types, Technology, Populace, Updates"
of light construction materials,
5 units of oil and 1 unit of gold dust (see "info Research").
.in
-.SA "Production, Update"
+.SA "Producing, Updates"
Tech: 5*ETUS 10 0 0 1 5 0 0 (edu-5)/(edu+5)
Resrch: 90 10 0 0 1 5 0 0 (edu-5)/(edu+5)
.FI
-.SA "Sectors, Production"
+.SA "Sectors, Producing"
is always 2.00 and "easy research" is always 0.75. But besides this,
research bleeds, decays, and leaks in exactly the same way as technology.
.s1
-.SA "Innards, nation, Products, Technology, Nation, Production, Update"
+.SA "Innards, nation, Products, Technology, Nations, Producing, Updates"
Exit Empire
.in
.s1
-.SA "realm, Move, Selector, Playing"
+.SA "realm, Moving, Selector, Playing"
Also note that captured civilians only pay 1/4 the normal taxes. They
like to hide money until they are all finally agree to become naturalized
citizens of their new government.
-.SA "Update, Nation"
+.SA "Updates, Nations"
proportionately more $$$ to make as your civilian population grows
past 50,000 civilians.
.s1
-.SA "Innards, nation, Research, Nation, Production, Update"
+.SA "Innards, nation, Research, Nations, Producing, Updates"
d) Add mobility to land units
.fi
.s1
-.SA "Innards, Update"
+.SA "Innards, Updates"
the sector at three sectors west of my starting point, then move one more
sector west and then stop.
-Concept: Update
+Concept: Updates
Empire games have "turns" known as updates. When an update occurs,
your country goes through economic growth or decline, interests are paid
on gold bars, military costs are paid for, mobility increases in your
BABY_NUKES: Nukes affect only 1 sector
.FI
.s1
-.SA "strength, tend, toggle, flash, relations, arm, starvation, Damage, report, power, Clients, Attack, Server"
+.SA "strength, tend, toggle, flash, relations, arm, starvation, Damage, report, power, Clients, Attacking, Server"