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