(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.
72 lines
2.9 KiB
Perl
72 lines
2.9 KiB
Perl
.TH Concept Guerrilla
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.NA Guerrilla "Guerrilla warfare"
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.LV Expert
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.s1
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Guerrillas are created in several ways;
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when a sector is captured by an enemy,
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or when civilians riot for one reason or another
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(starvation, no happiness, etc).
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.s1
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Guerrillas have a generally detrimental effect
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on the well-being of your country.
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Depending on the amount of military in the sector they \*Qinfest\*U,
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they will either attack the military there
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(but only if they have a good chance of winning),
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blow up things (lowering sector efficiency),
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or, if they are too badly outnumbered,
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they will try and move to a different sector.
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.s1
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If there are no military in the \*Qinfested\*U sector
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at the end of the update to break up guerrilla recruitment drives,
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your civilians' loyalty will suffer.
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If the sector is only occupied --
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not completely owned by you, that is --
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then it will revert back to the old owner,
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renouncing the conqueror and returning to their old allegiance.
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The guerrillas will then move on to \*Qconvert\*U more sectors.
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Particular guerrilla bands will fight to the death,
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or until you dissolve in disgust.
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.s1
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Guerrillas will attempt to \*Qrecruit\*U new followers
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from semi-loyal sectors and from the uncompensated worker population.
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Loyal civilians will resist these recruiting drives,
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but uncompensated workers will always flock to the banner
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of the guerrilla warrior.
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.s1
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The renowned guerrilla fighter Colonel (later Captain) Batguano
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gave a talk to the special forces, which was later made into an
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Armed Forces Technical Manual.
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In it he states,
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.s1
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.in +0.8i
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.ll -0.8i
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The first thing you learn is that the che are hardier than cockroaches,
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eat like birds, and are simply invulnerable to gunfire and napalm.
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They hide in the sewers.
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There are two ways to handle the guerrilla problem;
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one way requires high yield fusion weapons,
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and then they only die when everything else in the sector is destroyed.
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Unfortunately, collateral damage to civilian assets renders this
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strategy negatory ... [Col. Batguano then launches into
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a tirade against the \*Qwimpy-assed liberals\*U which interfere with the
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proper guerrilla suppression techniques] ...
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Almost every fully-populated area we moved into
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had a few dozen of the little monsters,
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and troop levels of 50-100 per sector were found to adequately
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pacify the region.
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Of course, depopulating the area prior to takeover often had a salutary
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effect on the number of che we later found...
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.ll
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.in
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.s1
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You will be notified of the varying civil disturbances
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by \*Qproduction\*U telegrams showing a body count of guerrillas killed,
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a sector being subverted by revolutionary propaganda,
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or a sector lost to guerrilla activities!
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.s1
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Land units present in a sector help to fight them, fighting without
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any multiplier, either offensive or defensive and without any
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fortification bonus. Any units with the
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\*Qsecurity\*U ability will also kill some che before anything else is
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done (commando raids).
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.SA "Populace, Occupation, Updates"
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