empserver/info/relations.t
Markus Armbruster 3b4de2feb1 Remove option FUEL
The abstract idea of tying ships and land units to a logistical tether
is sound, the concrete implementation as option FUEL is flawed.  It
adds too much busy-work to the game to be enjoyable.  It hasn't been
enabled in a public game for years.  The code implementing it is ugly,
repetitive, and a burden to maintain.

Remove selector fuel from ship_ca[] and land_ca[], and selectors
fuelc, fuelu from mchr_ca[] and lchr_ca[].  Remove fields fuelc, fuelu
from ship.config and land.config.

Remove command fuel from player_coms[].

Deprecate edit key 'B' in doship(), dounit(), and don't show it in
pr_ship(), pr_land().

Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(),
show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(),
ldump(), land_damage(), show_land_stats(), do_mob_land(),
resupply_all(), resupply_commod(), get_minimum(), has_supply(),
unit_list(), vers().

Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct
mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member
lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and
auto_fuel_ship().
2008-05-12 09:25:20 +02:00

103 lines
4.2 KiB
Perl

.TH Command RELATIONS
.NA relations "Shows diplomatic relations between countries"
.LV Basic
.SY "relations"
The relations command displays your diplomatic status with other nations.
If the optional argument is specified, the command displays that country's
diplomatic status with other nations.
.s1
The data displayed by the nation command is formatted as a single page
report.
.EX relations
.NF
MGM Diplomatic Relations Report Sat Jun 17 23:24:46 1989
0) POGO Allied Allied
1) 1 Neutral Neutral
2) Groonland At War Hostile
.FI
.EX relations 2
.NF
Groonland Diplomatic Relations Report Sat Jun 17 23:24:46 1989
0) POGO Neutral Neutral
1) 1 Allied Neutral
3) MGM Hostile At War
.FI
.s1
Relations are: \*QAllied\*U, \*QFriendly\*U, \*QNeutral\*U,
\*QHostile\*U, \*QMobilizing\*U, \*QSitzkrieg\*U, and \*QAt
War\*U. Each has certain ramifications.
.s1
.L Allied
Your ally is someone you trust deeply, and are willing to make
sacrifices for. If you are allied with someone, then your forts,
ships, planes, & artillery will support them in battle. Also, they
can over-fly you, and you will not be told. (I.e. an ally can map you
out easily). When you use the "wall" command, it sends a flash
message to all of your allies (see info wall). Unless the ALL_BLEED
option is in effect, you will benefit from tech produced by your
allies, but not by others . Allied nations are assumed to have
"friendly" trade relations.
.s1
.L Friendly
When you accept a country as a trustworthy trading partner, then you
establish friendly relations towards them. This allows them to sail
ships into your harbours, load and unload goods, and have their
ships repaired there. You are allowed to "tend" and "follow" friendly
ships. You are allowed to cede sectors to a friendly
nation, and may send them "flash" messages (see info flash). You will
be warned, however, if they overfly
your territory. And if they do it enough times, your diplomatic
relations towards them will be automatically downgraded. You may
"spy" on a friendly nation with no consequences.
.s1
.L Neutral
You start out neutral towards all countries. It simply means that you
are ambivalent towards them. If they overfly your territory, you will
be warned and your relations will automatically downgrade. Caught
spies will be deported.
.s1
.L Hostile
If you are suspicious that a nation may be planning to attack you,
but you are not committed to an all out war against them, then you
should declare hostile relations towards them. This will ensure that
your planes will intercept theirs if they
try to over-fly you, and your forts will fire on their ships when they
sail within range. Also, your a-sat's and abm's will attempt
to intercept their satellites and missiles independent of the target
sector they have launched them at, and your ships with anti-missile
capability will attempt to intercept any incoming marine missiles
within range. Caught spies will be shot.
.s1
.L War
If you are committed to expending major resources against a nation,
then you should declare war on them. This will cause all of your
ships, artillery, planes and missiles which have been put on a mission
to react to enemy movement.
.s1
Also, there is an automatic progression. If someone you are allied with
attacks you, you become hostile towards them. If someone you are neutral
to over-flies or attacks you, you become hostile towards them. Neither of
these progressions can lead to war, however, they both stop at hostility.
.s1
The following paragraphs apply only if the SLOW_WAR option is used.
.s1
.L Mobilizing
If you are Mobilizing, it means that you have declared war, and are getting
ready to attack. You cannot attack someone's land until you are actually
\*QAt War\*U. At the next update, you will automatically move to
\*QSitzkrieg\*U. Your interdiction of the enemy will be the same as
if you were hostile towards them.
.s1
.L Sitzkrieg
Sitzkrieg is the same as \*QMobilizing\*U. You still are unable to attack
their land. At the next update, you will automatically move to \*QAt War\*U.
.s1
When you are At War with someone, you may attack them willy-nilly.
.s1
.SA "Diplomacy"