empserver/info/power.t
Markus Armbruster cb32c60294 power: Include sector maximum population in power factor
Replace the term

    power value of materials and cost + 9

by

    power value of materials and cost + maximum population / 1000 * 8 + 1

The value of ordinary sectors (maximum population 1000) doesn't
change.  The stock game's mountains, plains and bridges are now worth
only 28% as much.

This concludes my tweaking of the power factor for now.  I tested it
with data from a real game (Hvy Metal II).  The effect is small: #5
overtakes #4, and the lead of #1 over #2 and #3 shrinks some.  Closer
analysis finds the following reasons.  The game had very expensive big
cities.  Valuing them correctly gives countries with many cities a
noticeable boost.  Planes are worth less than before, but the
difference is much larger for cheap planes.  Big piles of construction
materials are worth much less, and shells, guns and bars are worth
more.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:58 +02:00

93 lines
2.7 KiB
Perl

.TH Command POWER
.NA power "Display arbitrarily measured strengths of countries"
.LV Basic
.SY "power [new|update] [<NUM>|country <NATS>]"
The power report provides one view of national strengths.
It can be particularly helpful in planning defense strategies.
.s1
Normally, the last saved power report is shown.
The optional arguments \*Qnew\*U and \*Qupdate\*U request a new power
report based on up-to-date information.
This costs 10 BTUs.
The new report is saved for use by future power commands, except when
a deity uses \*Qupdate\*U. This lets deities examine up-to-date power
reports without affecting what players get to see.
.s1
If option AUTO_POWER is enabled, the command doesn't let you save new
power reports. Instead, the power report is updated automatically
right before the update.
.s1
If the optional \*QNUM\*U argument is given, only the
top NUM entries in the power chart will be displayed. Note that for
deities, if you give a negative number, only the top NUM entries in
the power chart will be displayed, and the power number rating will
not be displayed.
.s1
If the optional \*Qcountry\*U argument is given, then the information
is given for those particular countries.
.s1
In the power report the countries are listed
in order of decreasing \*Qpower factor\*U.
Powerless countries are not shown unless explicitly requested with the
\*Qcountry\*U argument.
.s1
The power report shows the following columns:
.s1
.in \w'money\0\0'u
.L sects
number of sectors
.L eff
average sector efficiency
.L civ
number of civilians
.L mil
number of military
.L shell
number of shells
.L gun
number of guns
.L pet
amount of petrol
.L iron
amount of iron
.L dust
amount of dust
.L oil
amount of oil
.L pln
number of planes
.L ship
number of ships
.L unit
number of land units
.L money
cash on hand
.in
.s1
The \*Qpower factor\*U is determined by the following equation:
.s1
.NF
power factor = ( power value of money
+ power value of sectors
+ power value of commodities in sectors
+ power value of commodities loaded on ships and land units)
* (20 + nation tech level) / 500
+ power value of ships, planes, land units and nukes
* (20 + their tech level) / 500
.FI
.s1
The power value of money is dollars / 100.
.s1
The power value of a sector is (the power value of the materials and
money needed to build + maximum population / 1000 * 8 + 1) *
efficiency / 100.
.s1
The power value of a ship, plane, land unit or nuke is the power value
of the materials and money needed to build * efficiency / 100.
.s1
The power value of commodities is amount * type factor. \*Qshow
item\*U shows the type factor in column \*Qpower\*U.
.s1
Efficiency is in percent.
.s1
.SA "census, nation, Communication, Nations, Diplomacy"