empserver/info/relations.t
Markus Armbruster dc73207a99 sail: Remove option SAIL
SAIL has issues:

* Sail orders are executed at the update.  Crafty players can use them
  to get around the update window.

* The route is fixed at command time.  You can't let the update find
  the best route, like it does for distribution.

* The info pages documenting it amount to almost 100 non-blank lines
  formatted.  They claim you can follow friendly ships.  This is
  wrong.  They also show incorrect follow syntax.  Unlikely to be the
  only errors.

* Few players use it.  Makes it a nice hidey-hole for bugs.  Here are
  two nice ones:

  - If follow's second argument is negative, the code attempts to
    follow an uninitialized ship.  Could well be a remote hole.

  - If ship #1 follows #2 follows #3 follows #2, the update goes into
    an infinite loop.

* It's more than 500 lines of rather crufty code nobody wants to
  touch.  Thanks to a big effort in Empire 2, it shares some code with
  the navigation command.  It still duplicates other navigation code.
  The sharing complicates fixing the bugs demonstrated by
  navi-march-test.

Reviewing, fixing and testing this mess isn't worth the opportunity
cost.  Remove it instead.  Drop commands follow, mquota, sail and
unsail.  Drop ship selectors mquota, path, follow.

struct shpstr shrinks some more, on my system from 160 to 120 bytes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:11:28 +01:00

86 lines
3.4 KiB
Perl

.TH Command RELATIONS
.NA relations "Shows diplomatic relations between countries"
.LV Basic
.SY "relations"
The relations command displays your diplomatic status with other nations.
If the optional argument is specified, the command displays that country's
diplomatic status with other nations.
.s1
The data displayed by the nation command is formatted as a single page
report.
.EX relations
.NF
MGM Diplomatic Relations Report Sat Jun 17 23:24:46 1989
0) POGO Allied Allied
1) 1 Neutral Neutral
2) Groonland At War Hostile
.FI
.EX relations 2
.NF
Groonland Diplomatic Relations Report Sat Jun 17 23:24:46 1989
0) POGO Neutral Neutral
1) 1 Allied Neutral
3) MGM Hostile At War
.FI
.s1
Relations are: \*QAllied\*U, \*QFriendly\*U, \*QNeutral\*U,
\*QHostile\*U, and \*QAt War\*U. Each has certain ramifications.
.s1
.L Allied
Your ally is someone you trust deeply, and are willing to make
sacrifices for. If you are allied with someone, then your forts,
ships, planes, & artillery will support them in battle. Also, they
can over-fly you, and you will not be told. (I.e. an ally can map you
out easily). When you use the "wall" command, it sends a flash
message to all of your allies (see info wall). Unless the ALL_BLEED
option is in effect, you will benefit from tech produced by your
allies, but not by others . Allied nations are assumed to have
"friendly" trade relations.
.s1
.L Friendly
When you accept a country as a trustworthy trading partner, then you
establish friendly relations towards them. This allows them to sail
ships into your harbours, load and unload goods, and have their
ships repaired there. You are allowed to "tend" friendly
ships. You may send "flash" messages (see info flash) to friendly nations.
You will be warned, however, if they overfly
your territory. And if they do it enough times, your diplomatic
relations towards them will be automatically downgraded. You may
"spy" on a friendly nation with no consequences.
.s1
.L Neutral
You start out neutral towards all countries. It simply means that you
are ambivalent towards them. If they overfly your territory, you will
be warned and your relations will automatically downgrade. Caught
spies will be deported.
.s1
.L Hostile
If you are suspicious that a nation may be planning to attack you,
but you are not committed to an all out war against them, then you
should declare hostile relations towards them. This will ensure that
your planes will intercept theirs if they
try to over-fly you, and your forts will fire on their ships when they
sail within range. Also, your a-sat's and abm's will attempt
to intercept their satellites and missiles independent of the target
sector they have launched them at, and your ships with anti-missile
capability will attempt to intercept any incoming marine missiles
within range. Caught spies will be shot.
.s1
.L War
If you are committed to expending major resources against a nation,
then you should declare war on them. This will cause all of your
ships, artillery, planes and missiles which have been put on a mission
to react to enemy movement.
.s1
Also, there is an automatic progression. If someone you are allied with
attacks you, you become hostile towards them. If someone you are neutral
to over-flies or attacks you, you become hostile towards them. Neither of
these progressions can lead to war, however, they both stop at hostility.
.s1
.SA "Diplomacy"