TREATIES has issues: * Treaties can cover attack, assault, paradrop, board, lboard, fire, build (s|p|l|n) and enlist, but not bomb, launch, torpedo and enlistment centers. * Usability is very poor. While a treaty is in effect, every player action that violates a treaty condition triggers a prompt like this: This action is in contravention of treaty #0 (with Curmudgeon) Do you wish to go ahead anyway? [yn] If you decline, the action is not executed. If you accept, it is. In both cases, your decision is reported in the news. You cannot get rid of these prompts until the treaty expires. * Virtually nobody uses them. * Virtually unused code is buggy code. There is at least one race condition: multifire() reads the firing sector, ship or land unit before the treaty prompt, and writes it back after, triggering a generation oops. Any updates made by other threads while trechk() waits for input are wiped out, triggering a seqno mismatch oops. * The treaty prompts could confuse smart clients that aren't prepared for them. WinACE isn't, but is reported to work anyway at least common usage. Ron Koenderink (the WinACE maintainer) suspects there could be a few situations where it will fail. This feature is not earning its keep. Remove it. Drop command treaty, consider treaty, offer treaty, xdump treaty, reject treaties. Output of accept changed, obviously. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
90 lines
3 KiB
Perl
90 lines
3 KiB
Perl
.TH Command POWER
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.NA power "Display arbitrarily measured strengths of countries"
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.LV Basic
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.SY "power [new|update] [<NUM>|country <NATS>]"
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The power report provides one view of national strengths.
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It can be particularly helpful in planning defense strategies.
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.s1
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Normally, the last saved power report is shown.
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The optional arguments \*Qnew\*U and \*Qupdate\*U request a new power
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report based on up-to-date information.
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This costs 10 BTUs.
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The new report is saved for use by future power commands, except when
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a deity uses \*Qupdate\*U. This lets deities examine up-to-date power
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reports without affecting what players get to see.
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.s1
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If option AUTO_POWER is enabled, the command doesn't let you save new
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power reports. Instead, the power report is updated automatically
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right before the update.
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.s1
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If the optional \*QNUM\*U argument is given, only the
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top NUM entries in the power chart will be displayed. Note that for
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deities, if you give a negative number, only the top NUM entries in
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the power chart will be displayed, and the power number rating will
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not be displayed.
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.s1
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If the optional \*Qcountry\*U argument is given, then the information
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is given for those particular countries.
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.s1
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In the power report the countries are listed
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in order of decreasing \*Qpower factor\*U.
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Powerless countries are not shown unless explicitly requested with the
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\*Qcountry\*U argument.
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.s1
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The power report shows the following columns:
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.s1
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.in \w'money\0\0'u
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.L sects
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number of sectors
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.L eff
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average sector efficiency
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.L civ
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number of civilians
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.L mil
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number of military
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.L shell
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number of shells
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.L gun
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number of guns
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.L pet
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amount of petrol
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.L iron
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amount of iron
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.L dust
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amount of dust
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.L oil
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amount of oil
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.L pln
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number of planes
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.L ship
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number of ships
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.L unit
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number of land units
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.L money
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cash on hand
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.in
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.s1
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The \*Qpower factor\*U is determined by the following equation:
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.s1
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.NF
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power factor = for each land unit calculate and add the following
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((((land unit lcm cost / 10) * (land unit effic / 100)) +
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((land unit hcm cost / 10) * (land unit effic / 100))) * 2)
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power factor += for each ship calculate and add the following:
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((((ship lcm cost / 10) * (ship effic / 100)) +
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((ship hcm cost / 10) * (ship effic / 100))) * 2)
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power factor += for each plane calculate and add the following:
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(20 * (plane effic / 100) * (nation tech level / 500))
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power factor += ((nation money / 100) + (petrol / 500) +
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((civilians + military) / 10) + (shells / 12.5) +
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(iron / 100) + (dust / 5) + (oil / 10) + bars +
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(guns / 2.5) + (lcms / 10) + (hcms / 5))
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power factor += ((number of sectors * (average sector effic / 100)) * 10)
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power factor = ((power factor) * (nation tech level / 500))
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power factor = ((power factor) * (research factor))
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.FI
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.s1
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The research factor is either 1, if RES_POP is not being used, or 1+(max
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pop in a sector)/10000, if it is being used.
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.s1
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.SA "census, nation, Communication, Nations, Diplomacy"
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