Import of Empire 4.2.12
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info/Concepts/Update-sequence.t
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info/Concepts/Update-sequence.t
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.TH Concept Innards
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.NA Update-sequence "The order of events at the update"
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.LV Expert
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.s1
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This document gives a rough order of events during the update.
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.s1
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.nf
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1) First, prepare all sectors in the world, row by row, going from top
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to bottom, left to right
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a) fallout is checked, if FALLOUT is defined
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b) guerrilla warfare is checked
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c) if the sector doesn't have the plague, see if it catches it
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otherwise plague the people
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d) if there are no civs or mil in the sector, it reverts to the deity
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e) taxes are collected from civs & uws. Mil are paid.
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f) if the sector is a bank it makes $$ proportional to its efficiency
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2) Then, in order of country #, deal with each country:
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a) pay for military reserves.
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b) in order of set priorities, 1-39, 1 going first, then 2, etc.
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1) produce for owned sectors of that type
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a) if the sector is a cap, it costs $$ equal to
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the # of etus: np->nat_money -= etus;
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b) people in non-sanctuary sectors eat
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1) If not enough is available, the sector
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uses the supply routines to draw more.
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2) If still not enough is available,
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the excess people will starve off.
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a) No more than 50% of the people
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in a sect can die
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b) If the NEW_STARVE option is not
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enabled, all types of people
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(civs, uw, mil) starve evenly.
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c) If the NEW_STARVE option is enabled,
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the uw's die first, then
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the civs, then the mil.
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c) if there was starvation, the work percentage is set
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to 0, otherwise the work rate rises by
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8+(1-15), max of 100
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d) population grows and is truncated
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e) sectors that are stopped are skipped.(see info stop)
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f) first increase eff
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g) then make things
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c) If ship maintenance is not yet done, do it now
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d) If ship building is not yet done, do it now
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e) If plane maintenance is not yet done, do it now
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f) If plane building is not yet done, do it now
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g) If unit maintenance is not yet done, do it now
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h) If unit building is not yet done, do it now
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i) produce for all sectors that have not yet produced
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a) if the sector is a cap, it costs $$ equal to
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the # of etus: np->nat_money -= etus;
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b) people in non-sanctuary sectors eat
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1) If not enough is available, the sector
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uses the supply routines to draw more.
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2) If still not enough is available,
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the excess people will starve off.
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a) No more than 50% of the people
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in a sect can die
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b) If the NEW_STARVE option is not
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enabled, all types of people
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(civs, uw, mil) starve evenly.
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c) If the NEW_STARVE option is enabled,
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the uw's die first, then
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the civs, then the mil.
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c) if there was starvation, the work percentage is set
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to 0, otherwise the work rate rises by
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8+(1-15), max of 100
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e) population grows and is truncated
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f) sectors that are stopped are skipped. (see info stop)
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g) first increase eff
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h) then make things
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3) Then, do deliveries for all sectors in the world, row by row, going from
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top to bottom, left to right
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4) Then, do exporting via distribution for all sectors in the world, row by
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row, going from top to bottom, left to right
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5) Then, do importing via distribution for all sectors in the world, row by
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row, going from top to bottom, left to right
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6) modify tech/res/hap/edu levels & do tech bleed
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7) decrease levels due to passing of time
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8) update war declarations (for slow war)
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9) If MOB_ACCESS is not enabled, mobility is updated as follows:
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a) Add mobility to ships
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b) Add mobility to sectors
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c) Add mobility to planes
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d) Add mobility to land units
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1) Units with negative mobility have their mob halved (-100 goes to -50)
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2) Mobility is added
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.fi
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.s1
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.SA "Innards, Update"
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