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