Remove budget priorities:

(budg, player_coms): Remove command arguments.
(PRI_SMAINT, PRI_PMAINT, PRI_LMAINT, PRI_SBUILD, PRI_PBUILD)
(PRI_LBUILD, PRI_MAX): Remove.
(natstr): Remove member nat_priorities.
(add, main): Remove its initialization.
(budg, cal_call, prexpense, prod, update_main, upd_land, upd_plane)
(upd_buildeff, produce_sect, upd_ship): Simplify.
(produce_sect): Last parameter now superflous, remove & simplify.
(change_prio, do_prod): Unused, remove.

(budg): Move land units output down, to match update sequence.
This commit is contained in:
Markus Armbruster 2006-05-29 20:43:30 +00:00
parent 26110320c0
commit 520446ef39
14 changed files with 170 additions and 449 deletions

View file

@ -1,25 +1,26 @@
.TH Command BUDGET
.NA budget "Look at a national balance sheet & set priorities"
.NA budget "Look at a national balance sheet"
.LV Basic
.SY "budget [<sector type|P|S|L|M|N|A|C> <PRIORITY|~>]"
budget with no arguments produces:
.SY "budget"
The budget command predicts expenses and income for the next update.
.s1
.EX budget
.NF
Sector Type Abbr Production Priority Cost
park p 850 happy 7650
defense plant d 115 guns 3600
shell industry i 679 shells 2097
technical center t 66 tech 27000
research lab r 7 medical 900
library/school l 1616 edu 14544
refinery % 388 petrol 425
enlistment center e 930 mil 2790
Unit building L 6 units 358
Unit maintenance A 85 units 28992
Ship building S 2 ships 480
Ship maintenance M 25 ships 6327
Plane building P 9 planes 2508
Plane maintenance N 219 planes 8874
Sector Type Production Cost
park 850 happy 7650
defense plant 115 guns 3600
shell industry 679 shells 2097
technical center 66 tech 27000
research lab 7 medical 900
library/school 1616 edu 14544
refinery 388 petrol 425
enlistment center 930 mil 2790
Unit building 6 units 358
Unit maintenance 85 units 28992
Ship building 2 ships 480
Ship maintenance 25 ships 6327
Plane building 9 planes 2508
Plane maintenance 219 planes 8874
Sector building 2398
Military payroll 7648 mil, 338 res 38247
City maintenance 5 cities 300
@ -32,57 +33,40 @@ Estimated delta +40855
Estimated new treasury.............................................82472
.FI
.s1
Budget with an argument sets the priority of the given sector type
(or L for unit building, or A for unit maintenance, or
P for plane building, or S for ship building, or M for ship
maintenance, or N for plane maintenance, or C to clear all)
The estimated delta may not be correct, due to events during updates:
starvation, plague, sector revolts, etc.
.s1
Priorities are a positive number, or 0, or ~.
.s1
By default, budget lists only items which cost something. Non-producing
items will be listed if they are given a priority.
.s1
Update order:
.s1
Please see info \*QUpdate-sequence\*U for more details on the order things
happen in during the update..
.s1
.L "Turning sectors off"
.s1
Sector designations (or ship or plane building) with a 0 priority will not
produce, build efficiency, or gain avail.
.s1
If a sector of a type with 0 priority has been re-designated, the sector will
be torn down and rebuilt as usual (and may produce as well, depending on the
amount of work available, as normal)
.s1
If a sector of a type with a non-zero priority has been re-designated to a
type with a 0 priority, the sector will be torn down to 0%, and the designation
changed, but no further work will be done.
.s1
For other ways to control sector production, see the \*Qstart\*U and \*Qstop\*U
commands.
.s1
Costs for each sector type include costs for building efficiency in sectors
of that type. (This is true even if the sector will change to a different
type as a result of that work. For example, costs for libraries will include
all costs for work done in library sectors, even if one of the sectors is
being turned into an agribusiness)
.s1
Estimated Delta
.s1
The estimated delta may not be correct, due to events during updates.
(starvation, plague, sector revolts, etc).
.s1
Budget takes into account avail in headquarters,
Budget takes into account avail and materials in headquarters,
harbors and airports, and will
only show you how much you'll pay for work that will actually get done
in cases where your headquarters/airports/harbors will not have enough avail
to work on all units/planes/ships.
or materials to work on all units/planes/ships.
.s1
If a cost is in [brackets], then that means that you will not pay it
because you will not have enough money. If a cost is in (parenthesises),
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).
because you will not have enough money.
.s1
.SA "show, Sector-types, Nations, Updates"
.L "Going broke"
.s1
The first thing you need to know about going broke: don't! Stuff you
can't afford will not be made. Lack of maintenance will damage your
assets. Worst of all, because many commands are not available while
you're broke, you'll be helpless until you become solvent again
.s1
There is no easy way to predict what exactly will still be paid for
when you go broke during an update. Try info \*QUpdate-sequence\*U.
.s1
.L "Cutting cost"
.s1
The orthodox way to balance your budget is to sack a neighbor. In
case that isn't possible right now, a few tips:
.s1
Stop expensive sectors, ships, planes and land units. See the
\*Qstart\*U and \*Qstop\*U commands for how.
.s1
Instead of stopping a sector, you can throttle it by moving out some
of the raw materials required for production. The \*Qproduction\*U
command can help you fine tune.
.s1
Trim your military. Consider demobilizing.
.s1
.SA "Sector-types, Maintenance, Nations, Updates, Update-sequence, demobilize, production, start, stop"