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.
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114
info/budget.t
114
info/budget.t
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.TH Command BUDGET
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.NA budget "Look at a national balance sheet & set priorities"
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.NA budget "Look at a national balance sheet"
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.LV Basic
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.SY "budget [<sector type|P|S|L|M|N|A|C> <PRIORITY|~>]"
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budget with no arguments produces:
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.SY "budget"
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The budget command predicts expenses and income for the next update.
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.s1
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.EX budget
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.NF
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Sector Type Abbr Production Priority Cost
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park p 850 happy 7650
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defense plant d 115 guns 3600
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shell industry i 679 shells 2097
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technical center t 66 tech 27000
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research lab r 7 medical 900
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library/school l 1616 edu 14544
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refinery % 388 petrol 425
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enlistment center e 930 mil 2790
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Unit building L 6 units 358
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Unit maintenance A 85 units 28992
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Ship building S 2 ships 480
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Ship maintenance M 25 ships 6327
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Plane building P 9 planes 2508
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Plane maintenance N 219 planes 8874
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Sector Type Production Cost
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park 850 happy 7650
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defense plant 115 guns 3600
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shell industry 679 shells 2097
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technical center 66 tech 27000
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research lab 7 medical 900
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library/school 1616 edu 14544
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refinery 388 petrol 425
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enlistment center 930 mil 2790
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Unit building 6 units 358
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Unit maintenance 85 units 28992
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Ship building 2 ships 480
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Ship maintenance 25 ships 6327
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Plane building 9 planes 2508
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Plane maintenance 219 planes 8874
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Sector building 2398
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Military payroll 7648 mil, 338 res 38247
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City maintenance 5 cities 300
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@ -32,57 +33,40 @@ Estimated delta +40855
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Estimated new treasury.............................................82472
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.FI
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.s1
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Budget with an argument sets the priority of the given sector type
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(or L for unit building, or A for unit maintenance, or
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P for plane building, or S for ship building, or M for ship
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maintenance, or N for plane maintenance, or C to clear all)
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The estimated delta may not be correct, due to events during updates:
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starvation, plague, sector revolts, etc.
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.s1
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Priorities are a positive number, or 0, or ~.
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.s1
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By default, budget lists only items which cost something. Non-producing
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items will be listed if they are given a priority.
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.s1
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Update order:
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.s1
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Please see info \*QUpdate-sequence\*U for more details on the order things
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happen in during the update..
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.s1
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.L "Turning sectors off"
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.s1
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Sector designations (or ship or plane building) with a 0 priority will not
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produce, build efficiency, or gain avail.
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.s1
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If a sector of a type with 0 priority has been re-designated, the sector will
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be torn down and rebuilt as usual (and may produce as well, depending on the
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amount of work available, as normal)
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.s1
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If a sector of a type with a non-zero priority has been re-designated to a
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type with a 0 priority, the sector will be torn down to 0%, and the designation
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changed, but no further work will be done.
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.s1
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For other ways to control sector production, see the \*Qstart\*U and \*Qstop\*U
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commands.
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.s1
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Costs for each sector type include costs for building efficiency in sectors
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of that type. (This is true even if the sector will change to a different
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type as a result of that work. For example, costs for libraries will include
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all costs for work done in library sectors, even if one of the sectors is
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being turned into an agribusiness)
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.s1
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Estimated Delta
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.s1
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The estimated delta may not be correct, due to events during updates.
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(starvation, plague, sector revolts, etc).
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.s1
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Budget takes into account avail in headquarters,
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Budget takes into account avail and materials in headquarters,
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harbors and airports, and will
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only show you how much you'll pay for work that will actually get done
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in cases where your headquarters/airports/harbors will not have enough avail
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to work on all units/planes/ships.
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or materials to work on all units/planes/ships.
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.s1
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If a cost is in [brackets], then that means that you will not pay it
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because you will not have enough money. If a cost is in (parenthesises),
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then that means that you will not pay it because you have chosen not
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to pay that cost (i.e. you have set the priority of that item to 0).
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because you will not have enough money.
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.s1
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.SA "show, Sector-types, Nations, Updates"
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.L "Going broke"
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.s1
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The first thing you need to know about going broke: don't! Stuff you
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can't afford will not be made. Lack of maintenance will damage your
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assets. Worst of all, because many commands are not available while
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you're broke, you'll be helpless until you become solvent again
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.s1
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There is no easy way to predict what exactly will still be paid for
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when you go broke during an update. Try info \*QUpdate-sequence\*U.
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.s1
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.L "Cutting cost"
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.s1
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The orthodox way to balance your budget is to sack a neighbor. In
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case that isn't possible right now, a few tips:
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.s1
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Stop expensive sectors, ships, planes and land units. See the
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\*Qstart\*U and \*Qstop\*U commands for how.
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.s1
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Instead of stopping a sector, you can throttle it by moving out some
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of the raw materials required for production. The \*Qproduction\*U
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command can help you fine tune.
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.s1
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Trim your military. Consider demobilizing.
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.s1
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.SA "Sector-types, Maintenance, Nations, Updates, Update-sequence, demobilize, production, start, stop"
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