(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.
+(15) Charge the aggressor BTUs.
.FI
.s1
.L "(1) Ask the aggressor for the target sector/ship."
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."
+.L "(15) Charge the aggressor BTUs."
.s1
The BTU cost is equal to 0.5 + (the total number of casualties) * 0.015.
.s1
to move conquered populace bothers you,
then you have the option of converting these conquered people
into uncompensated workers,
-involving the expenditure of BTU's and money
+involving the expenditure of BTUs and money
(for the paperwork).
If all the conquered people in one sector are converted to uw's,
then the sector is then marked as yours.
Finally, your populace requires happiness to keep their enthusiasm
for work going. As technology and education increase,
your work force expects to share in the increased levels
-by getting more consumer items (VCR's, BMW's, etc)
+by getting more consumer items (VCRs, BMWs, etc)
represented by happy strollers.
If you don't have at least one happiness point
per two units of education,
Bureaucratic Time Units
.s1
There is one further update that is not handled in the sector
-update routine; that is the update of bureaucracy time units (BTU's).
+update routine; that is the update of bureaucracy time units (BTUs).
These are the numbers printed in brackets before the command
prompt.
-Most commands given use BTU's, some use 1, some use 2 and some use
-more, making BTU's a vital commodity.
-The generation of BTU's is
+Most commands given use BTUs, some use 1, some use 2 and some use
+more, making BTUs a vital commodity.
+The generation of BTUs is
dependent on the efficiency and the work force in the capital sector.
(see info BTU).
.s1
i.e. 1 plane will be intercepted by 2 (if available), 2 by 3,
3 by 4, etc. The highest
numbered planes intercept first. Incoming missiles will only be intercepted
-by ABM's
+by ABMs
.s1
Once the roster of attackers & interceptors is determined, attackers
and interceptors dogfight. First escorts & interceptors fight,
mission is over. Else, the attacker flies on to the next sector in
his flight path, perhaps to have combat again.
.s1
-.L ABM's
-ABM's do not use the normal combat procedure. They simply have a %
+.L ABMs
+ABMs do not use the normal combat procedure. They simply have a %
chance of destroying an incoming warhead equal to their defensive value.
.s1
.SA "Plane-types, plane, fly, recon, bomb, range, mission, Flak, Planes"
Units on ships can transfer supplies to/from the ships with the \*Qltend\*U
command.
.s1
-.L "HQ's & Building land units"
+.L "HQs & Building land units"
.s1
Like planes and ships, land units are built in special sectors. For land units,
the sector is the headquarters sectors, designation !. Like other units,
.s1
Ships can repair themselves in any sector, and can use work from their crew,
or from a harbor they are in. Planes can only be repaired in airports, and
-only use work from the airport. Land units can be repaired in HQ's or
+only use work from the airport. Land units can be repaired in HQs or
in fortresses, and use the work of the HQ or fort. This means that front-line
units in forts will repair themselves each update, assuming that the
necessary materials and work are available. They can also gain efficiency
The end result is that you can set up your country to move your products
around without you logging in.
It also doesn't cost as many mobility points
-to move things as distribute, and it costs no BTU's!
+to move things as distribute, and it costs no BTUs!
.s1
.ce 3
\*(iFSome Further Clarifications
(Of course I won't fool you either;
it doesn't hurt to have a few nukes either.)
.s1
-Beware of running low on BTU's.
+Beware of running low on BTUs.
I will recount one story of a player on this site
-that was running low on BTU's.
+that was running low on BTUs.
His enemies launched a nuclear attack and hit his capital!
-Unfortunately, he didn't have enough BTU's
+Unfortunately, he didn't have enough BTUs
to redesignate a new capital.
The moral of the story is that you should
plan an alternate capital at some point in the game.
.L AUTO_POWER
Power report is only updated automatically, at the update.
.L BLITZ
-Players get infinite BTU's.
+Players get infinite BTUs.
.L BRIDGETOWERS
You can build bridge towers, which allow you to build bridges from
them.
it's probably not a good idea to rely on these automatics.
.in
.s1
-Bureaucratic Time Units (BTU's)
+Bureaucratic Time Units (BTUs)
.in +0.3i
.s1
To prevent the more fanatical Empire players
(usually at midnight).
.s1
The other control on the number of commands that you may issue
-are called ``Bureaucratic Time Units'' or BTU's.
+are called ``Bureaucratic Time Units'' or BTUs.
A BTU is an arbitrary amount of bureaucratic bookkeeping that
your government must spend to perform a certain function.
-Most commands that are not merely informative cost BTU's.
+Most commands that are not merely informative cost BTUs.
.s1
-BTU's are generated by your country's capital.
-The more efficient your capital, the more BTU's that are generated.
-The number of BTU's also depend on the game's settings.. See the
+BTUs are generated by your country's capital.
+The more efficient your capital, the more BTUs that are generated.
+The number of BTUs also depend on the game's settings.. See the
output of the 'version' command for an estimate of BTU generation speeds.
-However, you may have a maximum of 512 BTU's at any one time.
-And once your BTU's reach zero, you may not issue any commands
-that use BTU's.
+However, you may have a maximum of 512 BTUs at any one time.
+And once your BTUs reach zero, you may not issue any commands
+that use BTUs.
.s1
-Three things to note about BTU's:
+Three things to note about BTUs:
.in +\w'00)\0\0'u
.s1
.L 1)
-Since commands use up BTU's,
+Since commands use up BTUs,
this limits the number of commands
that a player may issue over a particular time period.
This has the effect of preventing the Empire fanatic
from overruning other players with less free time to log on.
.s1
.L 2)
-The build-up of BTU's is constant and does not depend on being
+The build-up of BTUs is constant and does not depend on being
logged in.
This allows players to participate when it is convenient rather
than at some fixed time
your country is effectively in stasis.
Nothing will change until you actually log in and
force a change
-(such as designating a capital to begin accumulating BTU's).
+(such as designating a capital to begin accumulating BTUs).
.s1
The absolutely minimal set of information pages you should read are:
break, map, ann, wire, tel, read, expl, move, res, cen, dist, thresh, lev,
.EX
The first \*Q##\*U is the Elapsed Time today, in minutes.
This number starts at 0 every midnight.
-The second \*Q##\*U is the number of BTU's remaining.
+The second \*Q##\*U is the number of BTUs remaining.
.s1
.SA "Innards, version, BTU, Playing"
22 conquered populace converted in 2,2 (45)
Total new uw : 180
.FI
-Note that there is a cost of 0.01 BTU's per civilian converted
+Note that there is a cost of 0.01 BTUs per civilian converted
in addition to the registration fee of $1.5 per conversion.
.SA "Populace, Mobility, Occupation"
The demob command returns soldiers from the military
back to civilian life.
In addition,
-you have the option of placing the returning GI's
+you have the option of placing the returning GIs
into the nation's active reserve.
The active reserve provides a pool of available military
for a small salary (usually the same amount generated by a civilian)
Total new enlistment : 180
Paperwork at recruiting stations ... 3.6
.FI
-Note that there is a cost of 0.02 BTU's per draftee in addition to the
+Note that there is a cost of 0.02 BTUs per draftee in addition to the
basic cost of the command and enlistees use up some mobility in the
enlistment process (see \*Qinfo Mobility\*U for the exact formula).
.s1
.SY list
The list command gets you a list of currently legal commands
with their associated BTU costs,
-(see \*Qinfo time\*U for description of BTU's).
+(see \*Qinfo time\*U for description of BTUs).
This should not be confused with \*Qinfo {commands}\*U
which generates a brief summary of each command.
.s1
of carrying them (to see what cargos a unit can carry, use the show command).
.s1
Some land units can carry extra-light
-planes (typically these are SAM's)
+planes (typically these are SAMs)
.s1
Some land units can carry other units
.s1
(see \*Qinfo syntax\*U for format).
Note: you can only spy from sectors that have military or land units in them.
.s1
-Note that the number of BTU's consumed
+Note that the number of BTUs consumed
is dependent upon the number of sectors into which you spy,
e.g., a 5x8 area costs one full BTU.
.s1
Note that this will have drastic effects on sectors
that rely on distribution in any way, so use with caution.
Also note that if you make a mistake,
-it can cost lots of BTU's to reverse the effects of a wipe.
+it can cost lots of BTUs to reverse the effects of a wipe.
.s1
.EX level #5
.NF
struct nstr_item ni;
int changed = 0;
- pr("Releasing RV's for %s detonation...\n",
+ pr("Releasing RVs for %s detonation...\n",
airburst ? "airburst" : "groundburst");
getsect(x, y, §);