you would get 153%, or $2678.
.s1
Use the \*Qpayoff\*U command to see how much the trade ship would pay
-were it scuttled in a harbour at its present location.
+were it scuttled in a harbor at its present location.
.s1
If you scuttle a trade ship in the harbor you do not own, you get a 20% bonus
(applied after the value is multiplied by the return rate above), AND the
.L Friendly
When you accept a country as a trustworthy trading partner, then you
establish friendly relations towards them. This allows them to sail
-ships into your harbours, load and unload goods, and have their
+ships into your harbors, load and unload goods, and have their
ships repaired there. You are allowed to "tend" friendly
ships. You may send "flash" messages (see info flash) to friendly nations.
You will be warned, however, if they overfly
This command allows you to scrap planes/units/ships when you no longer
need them.
.s1
-Ships may only be scrapped in own or friendly 60% harbours.
+Ships may only be scrapped in own or friendly 60% harbors.
Planes may only be scrapped in own or allied 60% airfields.
Land units may only be scrapped in own or allied sectors.
.s1
sector already has 999. For example, if a ship has 10 food, and the harbor
has 994, you can only unload 5 of the 10 food.
.s1
-Also, you must have Friendly relations with the owner of the harbour
+Also, you must have Friendly relations with the owner of the harbor
in order to unload into it.
.SA "load, Ships, Moving"
memcpy(mat, mp->m_mat, sizeof(mat));
if (sp->sct_type != SCT_HARBR && !player->god) {
- pr("Ships must be built in harbours.\n");
+ pr("Ships must be built in harbors.\n");
return 0;
}
if (!sector_can_build(sp, mat, mp->m_bwork, SHIP_MINEFF, mp->m_name))
Play#1 output Play#1 6 0 636
Play#1 input build s 0,0 pt
Play#1 command build
- Play#1 output Play#1 1 Ships must be built in harbours.
+ Play#1 output Play#1 1 Ships must be built in harbors.
Play#1 output Play#1 6 0 635
Play#1 input build s 4:6,0 pt
Play#1 command build