174 lines
6.3 KiB
Perl
174 lines
6.3 KiB
Perl
.TH Command BUILD
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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 [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 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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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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For nukes, you may also need research, depending on game
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configuration.
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Try commands \*Qversion\*U and \*Qshow\*U to learn
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how your game is configured.
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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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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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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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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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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,
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then the program will respond:
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.NF
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Bridge head at 1,3
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+ k
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o a .
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. .
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build span in what direction? n
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.FI
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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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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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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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Ships can navigate under bridge spans that are at least 60% efficient.
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.s1
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.SA "Unit-types, Ship-types, Plane-types, Nuke-types, Bridges, show, upgrade, Maintenance, Ships, Planes, LandUnits, Nukes, Sectors"
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