(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
42 lines
1.4 KiB
Perl
42 lines
1.4 KiB
Perl
.TH Command SELL
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.NA sell "Sell commodities on the world market"
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.LV Expert
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.SY "sell <COMMODITY> <SECTS> <AMOUNT> <PRICE>"
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The sell command allows nations to sell commodities on the open market.
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Not all commodities can be traded --
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notably civilians and military.
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.s1
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The <COMMODITY> is the type of commodity you are selling,
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<SECTS> represents the range of sectors which will be selling items.
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Only harbors and warehouses
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which are at least 60% efficient may sell goods.
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.s1
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<AMOUNT>, if positive,
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reflects the amount of food to be taken from each sector.
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If negative,
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the amount shows the \*Qlower limit\*U of food required to be
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present in that sector and will only sell food in excess of that limit.
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<PRICE> is the base price of the commodity per unit to the world.
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.s1
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In addition, the sector selling needs to have at least 1 mobility to
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sell goods.
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.s1
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Typical output looks like:
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.NF
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[7:640] Command : sell food 4,-2 10 5
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Sold 10 food at 4,-2 (206 left)
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[7:639] Command : sell food 4,-2 -100 5
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Sold 106 food at 4,-2 (100 left)
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.FI
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.s1
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Only harbors and warehouses
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may sell items. Also, note that due to the
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time delay market, you don't get any money until the goods are actually
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bidded upon and paid for once the bidding time is up.
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.s1
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There is a certain overhead on selling items, based on the difficulty
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of moving the items in question. This is based on the tax you pay
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which is set by the deity (see \*Qinfo version\*U).
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.s1
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.SA "buy, reset, Commerce"
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