Grant land units with security capability the same bonus as in convert and shoot: multiply by (1 + eff/100). military_control()'s code to count military is now functionally equivalent to security_strength(), except it has no use for its second parameter. Change security_strength() to permit a null argument, and reuse it in military_control(). Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
102 lines
4 KiB
Perl
102 lines
4 KiB
Perl
.TH Command DISTRIBUTE
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.NA distribute "Establish distribution destination sector"
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.LV Basic
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.SY "distribute <SECTS> <DISTSECT|.|h>"
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The distribute command is used to specify the way that goods will
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travel during an update.
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Each sector is allowed to have one and only one
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\*Qdistribution sector\*U (a warehouse or road, typically).
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Subsequent distribute commands
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will replace the existing distribution sector.
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.s1
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For example,
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.EX distribute 2,0 8,4
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.NF
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highway at 2,0 delivers to 8,4.
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Distribution sector? 7,-1
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highway 2,0 new path distributes to 7,-1 (cost 0.200)
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Current best path is 'gguh'
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.FI
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This command changed the distribution path for sector 2,0 from
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a warehouse at 8,4 to a warehouse at 7,-1. The cost is the mobility cost
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to move 1 normal-weight unit from the sector to the warehouse.
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.s1
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DISTSECT is a normal empire sector specification. During the update,
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empire will determine the cheapest existing path to the distribution
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sector, and use that. (Note that the mobility cost for the path used
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during the update could
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be different than the cost reported to you when you use the distribute command,
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if you have re-designated sectors, or sectors were captured, etc)
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Again, it will use the cheapest path available AT THE TIME OF THE UPDATE.
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.s1
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You may also use '.' or 'h' to specify no distribution sector.
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.s1
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.EX dist 2,0 .
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.NF
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Distribution to and from 2,0 halted.
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.FI
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.s1
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The command will warn you if there is no existing path completely
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owned by you, and also if the path does not end at a warehouse.
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It is not required that the distribution path end at a warehouse,
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but it is required that you own all the sectors that the goods
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will travel along.
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.s1
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.L "Distribution & the Update"
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.s1
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One of the last things that takes place during the update, after all growth,
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production, delivery, etc, distribution takes place. (The only thing that
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really happens after that is mobility increases) Each sector may have
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product
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thresholds and a distribution sector. A threshold is a target level for a
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particular commodity, like food. So, if the food threshold for a sector is
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100, it will try to maintain 100 food there. If it has more than 100 food,
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it will export it to its distribution point. If it has less than 100, it
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will try to import food from the distribution point to reach 100.
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.s1
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During the distribution phase of the update, all sectors (going left to
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right, top to bottom) first export excess
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commodities, and then (again left to right, top to bottom)
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import needed commodities.
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.s1
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In order to either send things to or get things from a distribution sector,
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you must own the distribution sector, and there must be a path of owned
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sectors to it. In order to export something from a sector, you must have
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military control of the sector. In order to import something from a
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distribution sector, you must have military control of the distribution
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sector.
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.s1
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Military control is defined as having military in the sector equal to
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at least 1/10th the number of unconverted civilians there. Military
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in land units count towards military control. Military in efficient
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security units count double.
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.s1
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Mobility is used from the sector when sending \*Qto\*U the distribution sector.
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When getting something \*Qfrom\*U the distribution sector, mobility is paid
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by the distribution sector. See \*Qinfo Mobility\*U for an
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explanation of mobility costs.
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.s1
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.L Amount
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.s1
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The amount is determined by the threshold, as explained above.
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Use the \*Qthreshold\*U command to specify what goods
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will flow to and from the warehouse.
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.s1
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.L "Finding sectors with not dist point set"
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.s1
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If you want to find sectors with no distribution point set, use the
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xdist and ydist selectors:
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.s1
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.EX level # ?xdist=xloc&ydist=yloc
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.s1
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This finds all sectors that have themselves as a distribution point.
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.s1
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.L "Distributing civilians and military"
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.s1
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When distributing civilians or military,
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no distribution point will ship out its last civilian or
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the last military if there are no civilians,
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regardless of thresholds set in sectors using it as a
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distribution point.
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.s1
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.SA "deliver, threshold, level, Distribution"
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