Spell the plural of an acronym consistently without apostrophe
Opinions differ on how to pluralize acronyms[*], but let's be consistent: say "BTUs", not "BTU's". [*] https://en.wikipedia.org/wiki/Acronym#Representing_plurals_and_possessives Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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@ -26,7 +26,7 @@ A combat has 15 steps:
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(12) Remove mobility from the aggressor's sectors/ship.
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(13) Possibly ask the aggressor for mil and units to move into the target.
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(14) Possibly interdict the aggressor's mil and units as they move.
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(15) Charge the aggressor BTU's.
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(15) Charge the aggressor BTUs.
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.FI
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.s1
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.L "(1) Ask the aggressor for the target sector/ship."
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@ -339,7 +339,7 @@ stepping on land mines. Note that there is no
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post-attack interdiction and no danger of stepping on land mines if the
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INTERDICT_ATT option is disabled (see version).
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.s1
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.L "(15) Charge the aggressor BTU's."
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.L "(15) Charge the aggressor BTUs."
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.s1
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The BTU cost is equal to 0.5 + (the total number of casualties) * 0.015.
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.s1
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@ -44,7 +44,7 @@ If the thought of not being able
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to move conquered populace bothers you,
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then you have the option of converting these conquered people
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into uncompensated workers,
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involving the expenditure of BTU's and money
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involving the expenditure of BTUs and money
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(for the paperwork).
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If all the conquered people in one sector are converted to uw's,
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then the sector is then marked as yours.
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@ -58,7 +58,7 @@ You can get them back to work by heavy-handed military control
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Finally, your populace requires happiness to keep their enthusiasm
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for work going. As technology and education increase,
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your work force expects to share in the increased levels
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by getting more consumer items (VCR's, BMW's, etc)
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by getting more consumer items (VCRs, BMWs, etc)
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represented by happy strollers.
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If you don't have at least one happiness point
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per two units of education,
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@ -233,12 +233,12 @@ check for plague progress,
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Bureaucratic Time Units
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.s1
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There is one further update that is not handled in the sector
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update routine; that is the update of bureaucracy time units (BTU's).
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update routine; that is the update of bureaucracy time units (BTUs).
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These are the numbers printed in brackets before the command
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prompt.
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Most commands given use BTU's, some use 1, some use 2 and some use
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more, making BTU's a vital commodity.
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The generation of BTU's is
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Most commands given use BTUs, some use 1, some use 2 and some use
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more, making BTUs a vital commodity.
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The generation of BTUs is
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dependent on the efficiency and the work force in the capital sector.
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(see info BTU).
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.s1
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@ -37,7 +37,7 @@ Enemy planes will be intercepted by up to 1 more interceptor,
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i.e. 1 plane will be intercepted by 2 (if available), 2 by 3,
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3 by 4, etc. The highest
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numbered planes intercept first. Incoming missiles will only be intercepted
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by ABM's
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by ABMs
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.s1
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Once the roster of attackers & interceptors is determined, attackers
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and interceptors dogfight. First escorts & interceptors fight,
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@ -114,8 +114,8 @@ chance to abort, and the defender won't. If the attacker aborts, the
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mission is over. Else, the attacker flies on to the next sector in
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his flight path, perhaps to have combat again.
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.s1
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.L ABM's
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ABM's do not use the normal combat procedure. They simply have a %
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.L ABMs
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ABMs do not use the normal combat procedure. They simply have a %
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chance of destroying an incoming warhead equal to their defensive value.
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.s1
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.SA "Plane-types, plane, fly, recon, bomb, range, mission, Flak, Planes"
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@ -67,7 +67,7 @@ works pretty much like the load command for ships. (See info \*Qlload\*U)
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Units on ships can transfer supplies to/from the ships with the \*Qltend\*U
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command.
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.s1
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.L "HQ's & Building land units"
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.L "HQs & Building land units"
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.s1
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Like planes and ships, land units are built in special sectors. For land units,
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the sector is the headquarters sectors, designation !. Like other units,
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@ -106,7 +106,7 @@ gain efficiency.
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.s1
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Ships can repair themselves in any sector, and can use work from their crew,
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or from a harbor they are in. Planes can only be repaired in airports, and
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only use work from the airport. Land units can be repaired in HQ's or
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only use work from the airport. Land units can be repaired in HQs or
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in fortresses, and use the work of the HQ or fort. This means that front-line
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units in forts will repair themselves each update, assuming that the
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necessary materials and work are available. They can also gain efficiency
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@ -447,7 +447,7 @@ It is always a good idea to keep surplus goods in your warehouse.
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The end result is that you can set up your country to move your products
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around without you logging in.
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It also doesn't cost as many mobility points
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to move things as distribute, and it costs no BTU's!
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to move things as distribute, and it costs no BTUs!
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.s1
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.ce 3
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\*(iFSome Further Clarifications
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@ -536,11 +536,11 @@ It takes conventional forces combined with nukes to really do damage.
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(Of course I won't fool you either;
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it doesn't hurt to have a few nukes either.)
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.s1
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Beware of running low on BTU's.
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Beware of running low on BTUs.
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I will recount one story of a player on this site
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that was running low on BTU's.
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that was running low on BTUs.
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His enemies launched a nuclear attack and hit his capital!
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Unfortunately, he didn't have enough BTU's
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Unfortunately, he didn't have enough BTUs
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to redesignate a new capital.
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The moral of the story is that you should
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plan an alternate capital at some point in the game.
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@ -7,7 +7,7 @@ You get tech bleed from all countries, not just allies.
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.L AUTO_POWER
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Power report is only updated automatically, at the update.
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.L BLITZ
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Players get infinite BTU's.
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Players get infinite BTUs.
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.L BRIDGETOWERS
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You can build bridge towers, which allow you to build bridges from
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them.
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@ -90,7 +90,7 @@ unless you are very careful,
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it's probably not a good idea to rely on these automatics.
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.in
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.s1
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Bureaucratic Time Units (BTU's)
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Bureaucratic Time Units (BTUs)
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.in +0.3i
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.s1
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To prevent the more fanatical Empire players
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@ -103,31 +103,31 @@ You can't log in again until the counter resets itself
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(usually at midnight).
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.s1
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The other control on the number of commands that you may issue
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are called ``Bureaucratic Time Units'' or BTU's.
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are called ``Bureaucratic Time Units'' or BTUs.
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A BTU is an arbitrary amount of bureaucratic bookkeeping that
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your government must spend to perform a certain function.
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Most commands that are not merely informative cost BTU's.
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Most commands that are not merely informative cost BTUs.
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.s1
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BTU's are generated by your country's capital.
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The more efficient your capital, the more BTU's that are generated.
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The number of BTU's also depend on the game's settings.. See the
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BTUs are generated by your country's capital.
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The more efficient your capital, the more BTUs that are generated.
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The number of BTUs also depend on the game's settings.. See the
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output of the 'version' command for an estimate of BTU generation speeds.
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However, you may have a maximum of 512 BTU's at any one time.
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And once your BTU's reach zero, you may not issue any commands
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that use BTU's.
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However, you may have a maximum of 512 BTUs at any one time.
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And once your BTUs reach zero, you may not issue any commands
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that use BTUs.
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.s1
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Three things to note about BTU's:
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Three things to note about BTUs:
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.in +\w'00)\0\0'u
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.s1
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.L 1)
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Since commands use up BTU's,
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Since commands use up BTUs,
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this limits the number of commands
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that a player may issue over a particular time period.
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This has the effect of preventing the Empire fanatic
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from overruning other players with less free time to log on.
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.s1
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.L 2)
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The build-up of BTU's is constant and does not depend on being
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The build-up of BTUs is constant and does not depend on being
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logged in.
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This allows players to participate when it is convenient rather
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than at some fixed time
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@ -163,7 +163,7 @@ Until you \*Qbreak sanctuary\*U,
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your country is effectively in stasis.
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Nothing will change until you actually log in and
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force a change
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(such as designating a capital to begin accumulating BTU's).
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(such as designating a capital to begin accumulating BTUs).
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.s1
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The absolutely minimal set of information pages you should read are:
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break, map, ann, wire, tel, read, expl, move, res, cen, dist, thresh, lev,
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@ -33,6 +33,6 @@ as follows:
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.EX
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The first \*Q##\*U is the Elapsed Time today, in minutes.
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This number starts at 0 every midnight.
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The second \*Q##\*U is the number of BTU's remaining.
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The second \*Q##\*U is the number of BTUs remaining.
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.s1
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.SA "Innards, version, BTU, Playing"
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@ -35,6 +35,6 @@ Number to convert : 22
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22 conquered populace converted in 2,2 (45)
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Total new uw : 180
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.FI
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Note that there is a cost of 0.01 BTU's per civilian converted
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Note that there is a cost of 0.01 BTUs per civilian converted
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in addition to the registration fee of $1.5 per conversion.
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.SA "Populace, Mobility, Occupation"
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@ -5,7 +5,7 @@
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The demob command returns soldiers from the military
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back to civilian life.
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In addition,
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you have the option of placing the returning GI's
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you have the option of placing the returning GIs
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into the nation's active reserve.
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The active reserve provides a pool of available military
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for a small salary (usually the same amount generated by a civilian)
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@ -45,7 +45,7 @@ Number to enlist (max 397) : 22
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Total new enlistment : 180
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Paperwork at recruiting stations ... 3.6
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.FI
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Note that there is a cost of 0.02 BTU's per draftee in addition to the
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Note that there is a cost of 0.02 BTUs per draftee in addition to the
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basic cost of the command and enlistees use up some mobility in the
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enlistment process (see \*Qinfo Mobility\*U for the exact formula).
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.s1
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@ -4,7 +4,7 @@
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.SY list
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The list command gets you a list of currently legal commands
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with their associated BTU costs,
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(see \*Qinfo time\*U for description of BTU's).
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(see \*Qinfo time\*U for description of BTUs).
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This should not be confused with \*Qinfo {commands}\*U
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which generates a brief summary of each command.
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.s1
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@ -9,7 +9,7 @@ Commodities (like guns, civs, food) can be loaded onto any unit capable
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of carrying them (to see what cargos a unit can carry, use the show command).
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.s1
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Some land units can carry extra-light
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planes (typically these are SAM's)
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planes (typically these are SAMs)
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.s1
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Some land units can carry other units
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.s1
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@ -15,7 +15,7 @@ are those from which you are spying,
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(see \*Qinfo syntax\*U for format).
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Note: you can only spy from sectors that have military or land units in them.
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.s1
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Note that the number of BTU's consumed
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Note that the number of BTUs consumed
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is dependent upon the number of sectors into which you spy,
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e.g., a 5x8 area costs one full BTU.
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.s1
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@ -7,7 +7,7 @@ from the specified sectors.
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Note that this will have drastic effects on sectors
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that rely on distribution in any way, so use with caution.
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Also note that if you make a mistake,
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it can cost lots of BTU's to reverse the effects of a wipe.
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it can cost lots of BTUs to reverse the effects of a wipe.
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.s1
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.EX level #5
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.NF
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@ -70,7 +70,7 @@ detonate(struct nukstr *np, coord x, coord y, int airburst)
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struct nstr_item ni;
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int changed = 0;
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pr("Releasing RV's for %s detonation...\n",
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pr("Releasing RVs for %s detonation...\n",
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airburst ? "airburst" : "groundburst");
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getsect(x, y, §);
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