If option RES_POP is enabled, the power factor is multiplied by a "research factor" of 1.0 + maxpop / 10000.0, where maxpop is the maximum population of a mine sector. Back when this code was written (Chainsaw 3), all sectors had the same population limit, so using a mine sector was as good as any. Since then, it has become configurable, and the stock game has both sector types with lower (mountains, plains) and with higher (cities) population limits. Space for people is worth considering for power, but multiplying total power by a fudge factor based on the most common sector type's maximum population is silly. Drop it. Adjusting each sector's value for maximum population would make more sense, with and without RES_POP. Perhaps later. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
86 lines
2.8 KiB
Perl
86 lines
2.8 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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.FI
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.s1
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.SA "census, nation, Communication, Nations, Diplomacy"
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