(opt_NEW_STARVE, Options, feed_ship, feed_people): Remove nooption NEW_STARVE. (opt_NEW_WORK, Options, move, explore): Remove nooption NEW_WORK.
116 lines
3.8 KiB
Perl
116 lines
3.8 KiB
Perl
.TH Command MOVE
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.NA move "Transport ore, civilians, guns, etc"
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.LV Basic
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.SY "move <ITEM> <SECT> <NUMBER> <ROUTE|DESTINATION>"
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The move command is crucial to Empire; it carries out the movement
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of civilians, military, ore, guns, shells, food, planes, etc. on land.
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Note that you can only move into sectors that you own, so you cannot
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take sectors via move. To take sectors, use the "explore" command,
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which uses the same syntax as move.
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.s1
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<ITEM> can be any one of:
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.NF
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c civilians
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m military
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u uncompensated workers
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f food
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g guns
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s shells
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p petrol
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i iron ore
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d gold dust
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b bars of gold
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l light construction materials
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h heavy construction materials
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r radioactive materials
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.FI
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.s1
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If <SECT> is not provided in the command line,
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the program will request the starting sector
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then display the number of mobility units in that sector,
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its designation, and its coordinates in the form:
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.s1
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.NF
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<97.0: a -6,4>
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.FI
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.s1
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which indicates 97 mobility units in agribusiness sector -6,4.
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You may respond with any combination of:
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.s1
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.NF
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y for up-left
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u for up-right y u
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g for left \e /
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j for right g -- -- j
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b for down-left / \e
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n for down-right b n
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v for view
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m for map
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h for end of movement
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.FI
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.s1
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The \*Qview\*U command shows the sector efficiency
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and some of the contents of the sector you are currently occupying.
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.s1
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Since the <ROUTE> can be specified in the command line,
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simple movements are often typed as a single line, such as:
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.EX move m 2,0 20 jjjh
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Or some movements may be done partly on the command line and partly
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interactively:
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.EX move c 2,2 18 jj
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.NF
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<32.3: g 6,2> v
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10% gold mine with 3 civilians.
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<32.3: 6,2> h
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.FI
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.s1
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You may also simply specify the destination sector.
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In this case,
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empire will set the path to be the cheapest path (in terms of
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mobility) from the current sector to the destination sector,
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if such a path exists.
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.s1
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For example,
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.EX move c 2,2 18 6,2
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.s1
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.L "Military control"
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.s1
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In order to move something (other than mil) out of a sector, you must have
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military control of the sector. Military control is defined as having mil in
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the sector equal to at least 1/10th the number of unconverted civilians there.
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Units count as if they were straight mil, i.e. a 100% unit that contained 50
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mil would count as 50 mil for the purposes of control)
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.s1
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.L Mobility
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See 'info Mobility' for a description of how much mobility it costs to
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move something.
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.s1
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.L Mines
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Note that while moving, you might hit mines. The more stuff you're
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moving, the greater the chance of setting off any
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mines in the sectors you move through. See info lmine for more details.
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.s1
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.L Interdiction
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Any enemy units on interdiction mission may be triggered by the move
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(the more you move, the bigger the chance they interdict). The
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interdiction will damage the goods you are moving, and will also cause
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some damage to the sector you were moving into.
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.s1
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.L "Unhappy civilians"
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.s1
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Also, when moving unhappy civilians (work percentage less than 100%),
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unhappiness is contagious. The work percentage of the
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destination sector is computed by averaging the incoming civ's happiness
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with the happiness of the civs already there. For example, say you move
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100 civs with work percentage of 0% into a sector with 100 fully happy
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civilians (100% work). The work would be:
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.ti 3
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((migrants * their work) + (people at dest * their work) / (total civs)
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((100 * 0%) + (100 * 100%)) / (100+100) = 100/200 = 50%
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.s1
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.L "Plague"
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If a sector is infected with the plague, then anything moved out of
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the sector will infect the sector that it moves into. Note that
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sectors moved through will not catch the plague.
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.s1
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.SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Moving"
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