The update visits ships, planes and land units in increasing order of country number. Within a country, it visits first ships, then planes, then land units, each in increasing order of unit number. The order is relevant when money, materials and work don't suffice to build everything. Money is charged to the owner, so only the relative order for the same owner matters there. One order is as good as any. Work and materials come from the sector, so only the relative order in each sector matters. The current order unfairly prefers countries with lower country numbers. Mitigating factor: the affected countries need to be friendly (ships only) or allied. The unfairness goes back to Chainsaw's option BUDGET. See the commit before previous for more detailed historical notes. The update test demonstrates the unfair behavior: sector 14,6 builds ships 95/97 owned by country#1, but not 96 owned by country#7. Likewise, planes 95/96/97 and land units 95/96/97. Go back to the the pre-BUDGET order: first ships, then planes, then land units, all in increasing order of unit number, regardless of owner. The update test now builds ship, plane and land unit 96 instead of 97. Bonus: speeds up both the update and budget by a similar absolute amount. For budget, this is roughly a factor of two in my testing. For the update, which does much more, it's around 10%. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
77 lines
2.9 KiB
Perl
77 lines
2.9 KiB
Perl
.TH Concept Update-sequence
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.NA Update-sequence "The order of events at the update"
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.LV Expert
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.s1
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This document gives a rough order of events during the update.
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.s1
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.nf
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1) Prepare
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a) prepare all sectors
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a) fallout is checked, if FALLOUT is defined
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b) guerrilla warfare is checked
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c) if the sector doesn't have the plague, see if it
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catches it
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otherwise plague the people
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d) if there are no civs or mil in the sector, it
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reverts to the deity
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e) taxes are collected from civs & uws; mil are paid.
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f) if the sector is a bank it makes $$ proportional to
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its efficiency
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b) prepare all ships
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a) pay military on board
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c) prepare all planes
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a) pay crew
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d) prepare all land units
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a) pay military on board
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e) pay for military reserves.
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2) Produce
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a) ship maintenance, in order of ship number
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pay maintenance, then feed and plague people on board
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b) plane maintenance, in order of plane number
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c) land unit maintenance, in order of land unit number
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pay maintenance, then feed and plague people on board
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d) sectors, in order of country number
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a) people in non-sanctuary sectors eat
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If not enough is available, the excess people will
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starve off. No more than 50% of the people
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in a sector can die; the uw's die first, then
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the civs, then the mil.
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b) if there was starvation, the work percentage is set
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to 0, otherwise the work rate rises by
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8+(1-15), max of 100
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c) population grows and is truncated
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d) pay sector maintenance
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e) sectors that are stopped are skipped (see info stop)
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f) first increase eff
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g) then make things
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d) ship building, in order of ship number
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first increase efficiency, then produce
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stopped ships are started, but not built (see info stop)
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e) plane building, in order of plane number
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stopped planes are started, but not built (see info stop)
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f) land unit building, in order of land unit number
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stopped land units are started, but not built (see info stop)
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3) Then, do deliveries for all sectors in the world, row by row, going from
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top to bottom, left to right
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4) Then, do exporting via distribution for all sectors in the world, row by
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row, going from top to bottom, left to right
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5) Then, do importing via distribution for all sectors in the world, row by
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row, going from top to bottom, left to right
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Also start sectors that are stopped
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6) modify tech/res/hap/edu levels & do tech bleed
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7) decrease levels due to passing of time
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8) update war declarations (for slow war)
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9) If MOB_ACCESS is not enabled, mobility is updated as follows:
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a) Add mobility to ships
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b) Add mobility to sectors
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c) Add mobility to planes
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d) Add mobility to land units
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.fi
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.s1
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.SA "Innards, Updates"
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