empserver/info/Update-sequence.t
Markus Armbruster 44c36fa7d5 Make sector maintenance cost configurable
Replace the fixed $1 per ETU maintenance for capital/city sectors that
are at least 60% efficient by a configurable maintenance cost, payable
regardless of efficiency.  The only change in the default
configuration is that inefficient capitals now pay maintenance.
Charging sector maintenance regardless of efficiency is consistent
with unit maintenance.

New struct dchrstr member d_maint and sector-chr selector maint.  Make
show_sect_build() show it.  Change produce_sect() to record
maintenance in new slot p_sect[SCT_MAINT] instead of abusing
p_sect[SCT_CAPIT].  Replace the "Capital maintenance" line in budget
by "Sector maintenance".
2009-07-19 13:58:47 -04:00

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.TH Concept Update-sequence
.NA Update-sequence "The order of events at the update"
.LV Expert
.s1
This document gives a rough order of events during the update.
.s1
.nf
1) First, prepare all sectors in the world, row by row, going from top
to bottom, left to right
a) fallout is checked, if FALLOUT is defined
b) guerrilla warfare is checked
c) if the sector doesn't have the plague, see if it catches it
otherwise plague the people
d) if there are no civs or mil in the sector, it reverts to the deity
e) taxes are collected from civs & uws; mil are paid.
f) if the sector is a bank it makes $$ proportional to its efficiency
2) Then, in order of country #, deal with each country:
a) pay for military reserves.
b) ship maintenance
pay maintenance, produce, then feed and plague people on board
c) plane maintenance
d) land unit maintenance
pay maintenance, then feed and plague people on board
e) produce for all sectors
a) people in non-sanctuary sectors eat
If not enough is available, the excess people will
starve off. No more than 50% of the people
in a sector can die; the uw's die first, then
the civs, then the mil.
b) if there was starvation, the work percentage is set
to 0, otherwise the work rate rises by
8+(1-15), max of 100
c) population grows and is truncated
d) pay sector maintenance
e) sectors that are stopped are skipped (see info stop)
f) first increase eff
g) then make things
f) ship building
stopped ships are started, but not built (see info stop)
ships execute their orders right after building
finally, if option SAIL is enabled, follow sail paths
g) plane building
stopped planes are started, but not built (see info stop)
h) land unit building
stopped land units are started, but not built (see info stop)
3) Then, do deliveries for all sectors in the world, row by row, going from
top to bottom, left to right
4) Then, do exporting via distribution for all sectors in the world, row by
row, going from top to bottom, left to right
5) Then, do importing via distribution for all sectors in the world, row by
row, going from top to bottom, left to right
Also start sectors that are stopped
6) modify tech/res/hap/edu levels & do tech bleed
7) decrease levels due to passing of time
8) update war declarations (for slow war)
9) If MOB_ACCESS is not enabled, mobility is updated as follows:
a) Add mobility to ships
b) Add mobility to sectors
c) Add mobility to planes
d) Add mobility to land units
.fi
.s1
.SA "Innards, Updates"