diff --git a/info/Commands/build.t b/info/Commands/build.t index 2f34f9fd..35e0e369 100644 --- a/info/Commands/build.t +++ b/info/Commands/build.t @@ -1,37 +1,144 @@ .TH Command BUILD -.NA build "Build ships, planes, bridges, land units or nuclear weapons" +.NA build "Build ships, planes, land units, nuclear weapons or bridges" .LV Basic -.SY "build [land|ship|plane|nuke|bridge] [unit-type|ship-type|plane-type|nuke-type|direction] [Number to build] [tech] [sure?]" -The build command is used to specify the types of units to be built -at your headquarters, ships -to be built in your harbors, the planes and missiles at your airfields, -the nuclear devices at your nuclear production facilities, -and the directions in which bridge spans are to be built. +.SY "build [ship|plane|land|nuke] TYPE [NUMBER] [TECH] [SURE?]" +.SY "build [bridge|tower] DIRECTION" .s1 -The ability to produce units, ships, planes, nukes, or bridges, is based on -several factors: -labor force, light production units, heavy production units, -oil units, radioactive material units, available cash, -and technology level. -The quantities or levels required vary with the object being built. +The build command lets you build ships, planes, land units and nukes +in your harbors, airfields, headquarters and nuclear plants. It is +also used to build bridges. .s1 -In order to build anything, the sector involved needs to have -avail. Avail is work available in the sector after the demands -of the update (building efficiency, working on things, etc) -Avail in the sector is show in the output of the \*Qcensus\*U +To build stuff, you generally need available work, raw materials +(e.g. light and heavy construction materials, oil, radioactive +materials), cash, and technology, depending on the thing being built. +.s1 +A sector's available work is work not used up by the update (building +efficiency, working on things, etc). It is shown in the output of the +\*Qcensus\*U command in the 'avail' column. .s1 -The "Number to build" option may only be given if the command is being -specified totally on the command line. If you give multiple sectors and -a number to build, it will attempt to build that number at EACH sector -specified. If you ask to build more than 20 units, it will ask you -"are you sure you want to build so many?". +If you give multiple sectors, the build command applies to each of +them. .s1 -If you don't specify TECH then it will build the unit at your current -tech level. +Except for bridges, you use the TYPE argument to order what to build. +Choices depend on your tech level; check out the \*Qshow\*U command to +find out more. You can order a number of things to be built by giving +the optional NUMBER argument. If you ask to build more than 20, the +build command will ask for confirmation. The optional argument SURE? +lets you suppress that. +.s1 +Normally, build builds stuff at your current tech level. The optional +argument TECH lets you build at a lower tech level. +.s1 +HARBORS & BUILDING SHIPS +.s1 +Ships are built in harbor sectors. 20% of the materials listed by +\*Qshow\*U must be available at the time of building. Ships first +appear at 20% efficiency (less efficient ships sink instantly). Then, +each update, the ship will grow in efficiency, and use up more of the +required materials until it reaches 100%. For example: +.s1 +.EX build s 6,2 frg 2 +.NF +frg frigate (#13) built in sector 8,0 +frg frigate (#14) built in sector 8,0 +That just cost you $240.00 +.FI +.s1 +In addition to the avail in the harbor sector, ships are also worked +on by their crews. Only military crew can work on a military ship +(one that can fire guns). Civilian ships can employ both civilian and +military crew. So, for maximum efficiency growth, +put full crews on your newly built +ships and leave them in harbor until they reach 100%. +.s1 +The work required to add a point of efficiency to a ship is +.s1 +.NF +(20 + (lcm_to_build + 2 * hcm_to_build))/100 +.FI +.s1 +Ships at sea have only their crews to make repairs. +A small crew on a large ship +may not be able to make any repairs at all. +(Moral: keep your ships fully crewed in anticipation of future damage.) +Repairs at sea do not use any lcms or hcms, but may not push the +efficiency of a ship over 80%. +.s1 +AIRFIELD SECTORS & BUILDING PLANES +.s1 +Planes are built in airfields. 10% of the materials +listed by \*Qshow\*U must be available at the time of building. +Planes first appear at 10% efficiency. +Then, each update, the plane will gain efficiency and use up more of +the required materials until it reaches 100%. +A plane is not capable of leaving the ground until +it has reached 40% efficiency. Planes below 10% efficiency are +destroyed. +.s1 +The work required to add a point of efficiency to a plane is +.s1 +.NF +(20 + (lcm_to_build + 2 * hcm_to_build))/100 +.FI +.s1 +Planes will also gain efficiency in non-airport sectors, but at only 1/3rd +the normal rate. +.s1 +Planes on carriers will also gain +efficiency. The amount of work available is based on the carrier's crew, +and the rate is the same as a non-airport sector. +Repairs at sea do not use any materials, but may not push the +efficiency of a plane over 80%. +.s1 +HEADQUARTERS SECTORS & BUILDING LAND UNITS +.s1 +Land units are built in headquarters sectors. +In order to build a land unit, you must have 10% of the items +listed by \*Qshow\*U available at the time of building. The land unit will +appear at 10% efficiency (a unit of less than 10% efficiency is +dead). Then, +each update, the unit will grow in efficiency, and use up more +of the required goods until it reaches 100%. +.s1 +The work required to add a point of efficiency to a land unit is +.s1 +.NF +(20 + (lcm_to_build + 2 * hcm_to_build))/100 +.FI +.s1 +Land units can also gain efficiency in fortress sectors, but cannot +be built there. +Land units can gain efficiency in any other sector type (assuming +the correct goods are available), but at 1/3rd the normal rate. +.s1 +NUCLEAR PLANT SECTORS & BUILDING NUKES +.s1 +Nuclear devices are built in nuclear plants. All of the materials +listed by \*Qshow\*U must be available at the time of building. New nukes +appear fully operational. +.s1 +Note: If the DRNUKE option is enabled, you will need a certain amount +of research to make nukes. At the present time, it is 1/3 the amount of +tech needed to make the nuke. See the \*Qshow\*U command, which lists +this if applicable. .s1 BUILDING BRIDGES .s1 +A bridge is built in a sea sector by an adjacent sector. +.s1 +If option EASY_BRIDGES is disabled, only bridge head sectors can build +bridge spans. Otherwise, any (coastal) sector can build bridge spans, +but the new bridge span must be adjacent to a land sector or a bridge +tower. If option BRIDGETOWERS is enabled, bridge spans can build +bridge towers. Bridge towers are possible only in open water, +i.e. not adjacent to land. +.s1 +In any case, the building sector must be at least 60% efficient. To +find out the required amounts of materials, avail, capital and +technology, use commands \*Qshow bridge build\*U and \*Qshow tower +build\*U. +.s1 If you type .EX build b 1,3 and 1,3 has enough hcm (heavy construction @@ -46,258 +153,25 @@ o a . build span in what direction? n .FI .s1 -With the EASY_BRIDGES option enabled, bridges may be built from any sector -that is at least 60% efficient. Otherwise, bridges may only be built -from bridge-head sectors. The -sector the bridge span is to be built in must be adjacent to -at least 1 non-sea, non-bridge span sector. -.s1 If everything is correct, you get: .NF - Bridge span built over 2,4 .FI -To find out the required amounts of materials, workforce, and money -use the \*Qshow bridge build\*U command. -.s1 -You may now also build bridges all in one line as in: +Of course, you may also build bridges all in one line as in: .EX build b 1,3 n .s1 A sector that has a bridge built in it is automatically cleared of mines at the time of building. .s1 -Bridge spans are built at 20%. If the efficiency drops below 20% (due -to bombing, shelling, etc.) the bridge span falls. +Bridges are built at 20%. If the efficiency drops below 20% (due to +bombing, shelling, etc.) the bridge falls. A bridge also falls if all +its supporting sectors are reduced below 20%. A sector is a +supporting sector if it is of a type that can build bridges. Bridge +heads and bridge towers are. With option EASY_BRIDGES, all land +sectors are as well. .s1 -If a bridge falls, all mines in the sector are likewise cleared. +When a bridge falls, all mines in the sector are cleared. .s1 -BUILDING BRIDGE TOWERS -.s1 -If you type -.EX build t 1,3 -and 1,3 has enough hcm (heavy construction -materials), the workforce in the sector is large enough (as defined above), -you have enough money, and your technology level is high enough, and the -sector is a bridge span, -then the program will respond: -.NF -Building from 1,3 - + a -o = . - . . -build tower in what direction? n -.FI -.s1 -Bridge towers can only be built if the BRIDGETOWERS option is enabled. -.s1 -In addition, bridge towers can only be built in open water, i.e. not -adjacent to any land or other bridge towers. Bridge towers must be -built from bridge spans that are at least 60% efficient. -.s1 -If everything is correct, you get: -.NF - -Bridge tower built in 2,4 -.FI -To find out the required amounts of materials, workforce, and money -use the \*Qshow tower build\*U command. -.s1 -You may now also build bridge towers all in one line as in: -.EX build t 1,3 n -.s1 -A sector that has a bridge tower built in it is automatically cleared -of mines at the time of building. -.s1 -Once a bridge tower is built, you may build other bridge spans from it. -.s1 -Note that you cannot navigate through a bridge tower like you can through a -bridge span. -.s1 -Bridge towers are built at 20%. If the efficiency drops below 20% (due -to bombing, shelling, etc.) the bridge tower falls. -.s1 -If a bridge tower falls, all mines in the sector are likewise cleared. -In addition, if a bridge tower falls, all bridges around it are -knocked down unless they have another supporting bridgehead (such as -another tower, bridge head or next to land if EASY_BRIDGES is on.) -.s1 -NUCLEAR PLANT SECTORS & BUILDING NUKES -.s1 -If you type -.EX build 6,2 -and 6,2 is a nuclear plant that has enough hcm -(heavy construction materials), -lcm (light construction materials), oil, and radioactive material, -the workforce in the sector is large enough (as defined above), -you have enough money, and your technology level is high enough, -then the program will construct a new nuclear device of the type -requested, and add it to the current stockpile in that sector. -.s1 -Note: If the DRNUKE option is enabled, you will need a certain amount -of research to make nukes. At the present time, it is 1/3 the amount of -tech needed to make the nuke. See the \*Qshow\*U command, which lists -this if applicable. -.s1 -TYPES OF THINGS YOU CAN BUILD (besides bridges) -.s1 -Many different types of units/ships/planes/nukes are available. -For a brief table indicating the production costs of the -different things, respond with \*Q?\*U when asked for the type, -or use the \*Qshow\*U command. -Note that if there are two things in the list of items that are -similar, such as "destroyer 1" and "destroyer 2", you will need -to give the full name, or the program will build the first one -that it encounters. -.s1 -\*QNote:\*U if you wish to give the ship-type argument on the -command line, it may be necessary to quote the ship-type. For -example: build s 0,0 "lander 2" 80 would build a lander 2. Without -the quotes, it might build a lander 1 instead, since the ship-type -is two words. -.s1 -Once built, units/ships/planes grow in efficiency until they reach -100%. This growth is accomplished using the avail left in the sector -at the time of the update, so if you use all the avail building things, -there won't be any left to make them more efficient. The avail there -is divided amongst all things in the sector needing work, so the more -units/ships/planes there, the less each will be worked upon. -Ships/planes/units also require materials be present in the sector to -gain efficiency. In general, for each 1% the ship/plane/unit gains in -efficiency, it will use 1% of the materials listed by \*Qshow\*U. -.s1 -HEADQUARTERS SECTORS & BUILDING LAND UNITS -.s1 -Land units are built in headquarters sectors. (designation !). -In order to build a land unit, you must have 10% of the items -listed by \*Qshow\*U (typically military, lcms, hcms, guns, shells, -petrol, etc) available at the time of building. The land unit will -appear at 10% efficiency (a unit of less than 10% efficiency is -dead). Then, -each update, the unit will grow in efficiency, and use up more -of the required goods until it reaches 100%. -Land units can also gain efficiency in fortress sectors, but cannot -be built there. -.s1 -The work required to add a point of efficiency to a land unit is -.s1 -.NF -(20 + (lcm_to_build + 2 * hcm_to_build))/100 -.FI -.s1 -A land unit will can gain efficiency in any other sector type (assuming -the correct goods are available), but at 1/3rd the normal rate. -.s1 -HARBORS & BUILDING SHIPS -.s1 -Ships are built in harbor sectors. 20% of the materials -listed by \*Qshow\*U must be available at the time of building. -(typically hcms & lcms) -Ships first appear at 20% efficiency and a 19% efficient ship -will not float (i.e., it sinks). Then, each update, the ship will -grow in efficiency, and use up more of the required materials until -it reaches 100%. -.s1 -In addition to the avail in the harbor sector, ships are also -worked on by their crews. So, for fastest efficiency growth, -put full crews on your newly built -ships and leave them in harbor until they reach 100%. -.s1 -The work required to add a point of efficiency to a ship is -.s1 -.NF -(20 + (lcm_to_build + 2 * hcm_to_build))/100 -.FI -.s1 -Ships at sea have only their crews to make repairs. -Crew members each supply the same amount of work, -whether civilian, military, or uncompensated worker. -A small crew on a large ship -may not be able to make any repairs at all. -(Moral: keep your ships fully crewed in anticipation of future damage.) -Repairs at sea do not use any lcms or hcms, but may not push the -efficiency of a ship over 80%. -.s1 -Entropy acts on ships without sufficient crews. In general, if a ship -is at sea, and has less than about 40% of its maximum crew, it -will gradually rust, take on water, and sink. -.s1 -.NF - The amount of efficiency lost depends on the ship size and crew level. - - Figure the following quantities: - - Avail is the work done by the crew: - - On a military ship: work = etus * mil/2 - On a civilian ship: work = etus * (civ/2 + mil/5) - - Crew is the current # of mil (for a military ship), or civs for a - civilian ship. - - Max crew is the max # of mil/civs (depending on ship type) - - W_p_eff is the amount of work per point of efficiency of the ship: - - w_p_eff = 20 + (lcm + 2 * hcm); - - Lcms & hcms are the cms required to build the ship. - - Then, subtract (etus * (100-((crew*100)/max_crew)))/7 from the avail. - - If the result is less than 0, divide it by the w_p_eff, and subtract - that amount from the ship's efficiency. - - avail -= (etus * (100-((amt*100)/abs_max)))/7; - ship->shp_effic += avail/w_p_eff; - Example: A frigate (a military ship) can hold 60 mil. It has only 10. - - w_p_eff = 20 + (lcm + 2*hcm) = 20 + (30 + 2*30) = 110 - Avail = etus * mil/2 = 60 * (10/2) = 300 - - 300 - (60 * (100-((10*100)/(60)))/7) ~= -420 - - Since the result is negative, divide it by w_p_eff: - - 420/110 = 3.8 = 4% loss of efficiency - - Note from this that the frigate would need 24 crew to break even. -.FI -.s1 -AIRPORT SECTORS & BUILDING PLANES -.s1 -The choices range from low tech \*Qfighter 1\*U planes -up to and including super-long range \*Qjet hvy bomber\*Us -and \*Qicbm\*Us. -For a brief table indicating the production costs of the -different plane types respond with \*Q?\*U, or check out -the \*Qshow\*U command. -.s1 -Note that planes first appear at 10% efficiency. -10% of the listed hcms/lcms/crew must be in the airport in order to -build the plane. (typically hcms, lcms, and mil (crew)) -In order for the plane to gain efficiency, it needs -hcms/lcms/mil, as ships and land units do. -As time passes, and as long as there are \*Qavailable work units\*U in the -airport at which the planes reside (to work on the planes), they grow to -100% efficiency. A plane is not capable of leaving the ground until -it has reached 40% efficiency. -.s1 -The work required to add a point of efficiency to a plane is -.s1 -.NF -(20 + (lcm_to_build + 2 * hcm_to_build))/100 -.FI -.s1 -Planes will also gain efficiency in non-airport sectors, but at only 1/3rd -the normal rate. -.s1 -If the CARRIER_WORK option is enabled, planes on carriers will also gain -efficiency. The amount of work available is based on the carrier's crew, -and the rate is the same as a non-airport sector. -Repairs at sea do not use any lcms/hcms/mil, but may not push the -efficiency of a plane over 80%. -.s1 -Once you have reached tech level 290, you are no longer allowed to -build planes that have tech level below 151. +Ships can navigate under bridge spans that are at least 60% efficient. .s1 .SA "Unit-types, Ship-types, Plane-types, Nuke-types, Bridges, show, upgrade, Maintenance, Ships, Planes, LandUnits, Sectors"