empserver/info/Options.t
Markus Armbruster a109de948b Remove option TREATIES
TREATIES has issues:

* Treaties can cover attack, assault, paradrop, board, lboard, fire,
  build (s|p|l|n) and enlist, but not bomb, launch, torpedo and
  enlistment centers.

* Usability is very poor.  While a treaty is in effect, every player
  action that violates a treaty condition triggers a prompt like this:

    This action is in contravention of  treaty #0 (with Curmudgeon)
    Do you wish to go ahead anyway? [yn]

  If you decline, the action is not executed.  If you accept, it is.
  In both cases, your decision is reported in the news.

  You cannot get rid of these prompts until the treaty expires.

* Virtually nobody uses them.

* Virtually unused code is buggy code.  There is at least one race
  condition: multifire() reads the firing sector, ship or land unit
  before the treaty prompt, and writes it back after, triggering a
  generation oops.  Any updates made by other threads while trechk()
  waits for input are wiped out, triggering a seqno mismatch oops.

* The treaty prompts could confuse smart clients that aren't prepared
  for them.  WinACE isn't, but is reported to work anyway at least
  common usage.  Ron Koenderink (the WinACE maintainer) suspects there
  could be a few situations where it will fail.

This feature is not earning its keep.  Remove it.  Drop command
treaty, consider treaty, offer treaty, xdump treaty, reject treaties.
Output of accept changed, obviously.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:44:14 +01:00

45 lines
1.8 KiB
Perl

.TH Server OPTIONS
.NA Options "Server options"
.LV Expert
.nf
The following options are from KSU code:
SAIL: another way to automatically move ships (may also be buggy)
The following options were introduced in the Chainsaw server:
EASY_BRIDGES: bridges can be built from any sector
SUPER_BARS: gold bars aren't destroyed by shelling or bombing
ALL_BLEED: you get tech bleed from all countries, not just allies
NOMOBCOST: ships pay 0 mob to fire. Subs pay 1/2 a sect's movement cost
RES_POP: Research affects max sector population.
NOFOOD: No food is required.
BLITZ: Players get infinite BTU's.
NO_PLAGUE: Plague is disabled.
FALLOUT: Sectors are damaged by radiation for a few updates after blast
The following options were introduced in the Empire2 Server:
HIDDEN: Hides information about countries you haven't contacted
LOSE_CONTACT: In HIDDEN, lose contact after a few updates
INTERDICT_ATT: Interdict units & mil as they move in after an attack
The following options were introduced in the Empire4 Server:
AUTO_POWER: Power report is only updated automatically, at the update
BRIDGETOWERS: You can build bridge towers, which allow you to build
bridges from them.
GODNEWS: The world is told via news when deities are giving or taking
things from players.
GUINEA_PIGS: Experimental stuff not ready for prime time. Enable at your
own risk!
GO_RENEW: Gold and Oil are renewable resources.
MOB_ACCESS: Allows real-time updating of mobility.
MARKET: Time-delay market and trade.
LOANS: Allows S&L type interaction between countries.
NO_FORT_FIRE: Forts cannot fire.
RAILWAYS Highways double as rail
TECH_POP: Technology costs more to make as your civilian population
grows past 50,000 civilians.
.fi
.SA "Hidden, Server, version"