In the old times, power didn't consider tech at all. Chainsaw's option NEWPOWER (mandatory since v4.2.14, on by default before) changed this dramatically: the power factor gets multiplied by max(1, tech) / 500. In the early game, small absolute tech differences yield large power factor differences. For instance, if country A has tech level 10, and B has 5, then A gets a factor two boost. As the game progresses, tech differences between viable countries tend to grow, but only slowly. The influence on power diminishes. For instance, if C has tech level 270 and D has 240 (quite a respectable tech lead), then C gets a modest 1.125x boost over D. Change the factor to (20 + tech) / 500. Now A's advantage is only 1.2, and C's is 1.115. You might think that's rather low. However, tech is not power unless you project it, and then it manifests itself as sectors, population and other stuff power counts. The same tech term occurs in plane power, except with just tech instead of max(1, tech) . Change it there as well, for consistency. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
94 lines
2.7 KiB
Perl
94 lines
2.7 KiB
Perl
.TH Command POWER
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.NA power "Display arbitrarily measured strengths of countries"
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.LV Basic
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.SY "power [new|update] [<NUM>|country <NATS>]"
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The power report provides one view of national strengths.
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It can be particularly helpful in planning defense strategies.
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.s1
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Normally, the last saved power report is shown.
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The optional arguments \*Qnew\*U and \*Qupdate\*U request a new power
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report based on up-to-date information.
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This costs 10 BTUs.
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The new report is saved for use by future power commands, except when
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a deity uses \*Qupdate\*U. This lets deities examine up-to-date power
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reports without affecting what players get to see.
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.s1
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If option AUTO_POWER is enabled, the command doesn't let you save new
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power reports. Instead, the power report is updated automatically
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right before the update.
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.s1
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If the optional \*QNUM\*U argument is given, only the
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top NUM entries in the power chart will be displayed. Note that for
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deities, if you give a negative number, only the top NUM entries in
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the power chart will be displayed, and the power number rating will
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not be displayed.
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.s1
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If the optional \*Qcountry\*U argument is given, then the information
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is given for those particular countries.
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.s1
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In the power report the countries are listed
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in order of decreasing \*Qpower factor\*U.
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Powerless countries are not shown unless explicitly requested with the
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\*Qcountry\*U argument.
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.s1
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The power report shows the following columns:
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.s1
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.in \w'money\0\0'u
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.L sects
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number of sectors
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.L eff
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average sector efficiency
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.L civ
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number of civilians
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.L mil
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number of military
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.L shell
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number of shells
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.L gun
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number of guns
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.L pet
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amount of petrol
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.L iron
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amount of iron
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.L dust
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amount of dust
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.L oil
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amount of oil
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.L pln
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number of planes
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.L ship
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number of ships
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.L unit
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number of land units
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.L money
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cash on hand
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.in
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.s1
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The \*Qpower factor\*U is determined by the following equation:
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.s1
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.NF
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power factor = ( power value of money
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+ power value of sectors
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+ power value of commodities in sectors
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+ power value of ships, planes and land units
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+ power value of commodities loaded on ships and land units)
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* (20 + nation tech level) / 500
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.FI
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.s1
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The power value of money is dollars / 100.
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.s1
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The power value of a sector is efficiency / 10.
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.s1
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The power value of a ship or land unit is (lcm cost / 10 + hcm cost +
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10) * efficiency / 100 * 2.
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.s1
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The power value of a plane is 20 * efficiency / 100 * (20 + nation
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tech level) / 500.
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.s1
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The power value of commodities is civilians / 10 + military / 10 +
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shells / 12.5 + guns / 2.5 + petrol / 500 + iron / 100 + dust / 5 +
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bars + oil / 10 lcms / 10 + hcms / 5.
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.s1
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Efficiency is in percent.
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.s1
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.SA "census, nation, Communication, Nations, Diplomacy"
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