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Markus Armbruster d9e4677926 collect: Derive collection value from power value
The collection value of a sector is

    sector value = sector type value * (sector efficiency + 100)
                 + sum of item values
    item value = item type value * amount

The sector and item type values are configurable.

The item type collect values aren't too far off the power values:

    uid mnem  pow val pow/val
      0  "c"   50   1   50
      1  "m"  100   0  inf
      2  "s"  125   5   25
      3  "g"  950  60   15.8
      4  "p"    7   4    1.75
      5  "i"   10   2    5
      6  "d"  200  20   10
      7  "b" 2500 280    8.9
      8  "f"    0   0  NaN
      9  "o"   50   8    6.25
     10  "l"   20   2   10
     11  "h"   40   4   10
     12  "u"   50   1   50
     13  "r"   50 150    0.33

The power value is very roughly ten times the collect value, except
for civilians and uw it's 50, for rads its 0.33, and military are free
to collect.  The latter two make no sense.

Replace the item type collect value by the power value / 50 for
people, and by the power value / 10 for everything else.  This makes
collecting military, shells, guns and uw more expensive, and petrol,
bars, iron, oil and rads cheaper.

The sector type values are basically arbitrary.  For instance, an iron
mine costs five times as much as a wilderness, but a third of an
uranium mine, regardless of actual resource contents.

Replace this by different arbitrary values:

    sector value = (item value of materials necessary to build it
                    + build cost) * efficiency / 100
		 + sector type maximum population
                 + sum of item values

Some sector types become cheaper, some more expensive.

Drop sect-chr and item selector value.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
build-aux build-aux: Refresh from automake 1.13 2015-03-07 10:44:21 +01:00
doc nsc: Replace NSC_EXTRA, NSC_CONST by enum ca_dump 2017-08-06 19:59:56 +02:00
include collect: Derive collection value from power value 2017-08-06 19:59:59 +02:00
info collect: Derive collection value from power value 2017-08-06 19:59:59 +02:00
m4 configure: Use -fstack-protector-strong when available 2015-12-05 13:19:38 +01:00
man man/empire: Trim unwanted space in synopsis 2015-12-13 10:46:58 +01:00
scripts Update copyright notice 2017-07-02 17:45:44 +02:00
src collect: Derive collection value from power value 2017-08-06 19:59:59 +02:00
tests collect: Derive collection value from power value 2017-08-06 19:59:59 +02:00
.gitignore .gitignore: Ignore sandbox 2014-01-19 08:18:38 +01:00
.travis.yml travis: Enable OS X 2015-12-05 13:19:39 +01:00
bootstrap Replace other occurences of git-FOO by git FOO 2008-12-03 07:57:14 -05:00
configure.ac Update copyright notice 2017-07-02 17:45:44 +02:00
COPYING License upgrade to GPL version 3 or later 2011-04-12 21:20:58 +02:00
CREDITS Put URIs and e-mail addresses in <angle brackets> 2013-05-26 09:48:16 +02:00
GNUmakefile.in Update copyright notice 2017-07-02 17:45:44 +02:00
INSTALL INSTALL: Refresh from automake 1.13 2015-03-08 18:23:33 +01:00
Make.mk tests/update: New; exercises the update 2017-08-06 14:04:15 +02:00
README Update copyright notice 2017-07-02 17:45:44 +02:00

Welcome to Empire 4, code-named Wolfpack.

Empire is a multi-player, client/server Internet based war game.
Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
Ken Stevens, Steve McClure, Markus Armbruster

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License (in file
`COPYING'), or (at your option) any later version.

See file `CREDITS' for a list of contributors.

Directory `doc' has additional information.  File `doc/README'
describes the files there and what they talk about.

To build the server and set up a game, follow the steps below.

(1) Unpacking the source tree

    If you downloaded a tarball, unpack it.

    If you cloned a git repository, run bootstrap.  This requires
    recent versions of Autoconf and Automake to be installed.  See
    also doc/contributing.

(2) Building a server

    Prerequisites: IEEE Std 1003.1-2001 (POSIX.1-2001), GNU make, a
    curses library, Perl, and either nroff or GNU troff (`groff').

    See file `INSTALL' for detailed compilation and installation
    instructions.  Quick guide for the impatient: run configure; make;
    make install.  The last step is optional; everything runs fine
    right from the build tree.

    If configure reports "terminfo: no" in its configuration summary,
    highlighting doesn't work in the client.  Commonly caused by not
    having development libraries installed.  On Linux, try installing
    ncurses-devel.

    If make fails without doing anything, you're probably not using
    GNU make.  Some systems have it installed as `gmake'.

    Solaris supports POSIX.1-2001, but you need to set up your
    environment for that.  Try passing
        SHELL=/usr/xpg4/bin/sh PATH=/usr/xpg6/bin:/usr/xpg4/bin:$PATH
    to make.  See standards(5) for details.

(3) Creating a game

    * Create a configuration for your game.  make install installs one
      in $prefix/etc/empire/econfig ($prefix is /usr/local unless you
      chose something else with configure).  You can use pconfig to
      create another one.

    * Edit your configuration file.  See doc/econfig for more
      information.

      Unless you put your configuration file in the default location
      (where make install installs it), you have to use -e with all
      programs to make them use your configuration.

    * Run files to set up your data directory.

    * Run fairland to create a world.  For a sample world, try
      `fairland 10 30'.  This creates file ./newcap_script, which will
      be used below.  You can edit it to change country names and
      passwords.

      Check out fairland's manual page for more information.

    * Start the server.  For development, you want to run it with -d
      in a debugger, see doc/debugging.  Do not use -d for a real
      game!

    * Log in as deity POGO with password peter.  This guide assumes
      you use the included client `empire', but other clients should
      work as well.

      For help, try `info'.

      To change the deity password, use `change re <password>'.

    * Create countries with `exec newcap_script'.

    Your game is now up!

Naturally, there's more to running a real game than that, but that's
beyond the scope of this file.

Please report bugs to <wolfpack@wolfpackempire.com> or via SourceForge
<http://sourceforge.net/projects/empserver/> (registration required).

For more information or help, try rec.games.empire on Usenet, or send
e-mail to <wolfpack@wolfpackempire.com> and we'll try to answer if we
can.  Also check out our web site at <http://www.wolfpackempire.com/>.

Have fun!

Wolfpack!