empserver/info/power.t
Markus Armbruster ea5c8a6598 power: Saner power for items, ships, planes and land units
Items, ships, planes and land units all contribute to the power
factor, which determines position on the power chart.

Items are worth

    amount * item value * (0.5 + nation tech level / 1000.0)

The item values aren't quite right: producing stuff can *hurt* your
position on the power chart.  Food, uw and rads are worth nothng.

Reduce the value of oil, and give rads the same value as oil.  Tweak
value of iron and oil products so that production's power change is
roughly zero around p.e. 0.9 (tech 110), except for construction
materials, where it's zero at p.e. 0.5 (tech 0).  Construction
materials become less valuable, shells, guns and petrol become more
valuable.  Increase value of bars to roughly match the other changes.
It may still be too low.  Halve the value of civilians, and give the
other half to uw.  Results:

            old     new     change
    civ      100     50   / 2
    mil      100    100
    shell     80    125   * 1.5625
    gun      400    950   * 2.375
    pet        2      7   * 3.5
    iron      10     10
    dust     200    200
    bar     1000   2500   * 2.5
    food       0      0
    oil      100     50   / 2
    lcm      100     20   / 5
    hcm      200     40   / 5
    uw         0     50   new
    rad        0     50   new

Ships, planes and land units are worth

    base value * effic/100.0 * (0.5 + unit tech level / 1000.0)

For ships and land units, the base value is

    lcm/5.0 + hcm/5.0

Build cost is ignored, but lcms are valued twice as much "loose" ones
(before this commit).  Therefore, building stuff can change your
position on the power chart in both directions, depending on the type
of build.

For planes, the base value is

    20 * (0.5 + nation tech level / 1000.0)

Build cost and materials are ignored, and tech is squared.  This
is plainly absurd.

Unify to

    (power value of money and materials to build) * effic/100.0

This formula is chosen so that building stuff doesn't change your
power factor.  Bonus: it doesn't assume anything about possible build
materials.

For ships and land units, factoring in build cost overcompensates the
discounted value of construction materials more often than not.

Noteworthy changes for the stock game:

    ship type          old     new    change
    ss   slave ship     20     5.8    * 0.29    largest decrease
    cs   cargo ship     20     7.8    * 0.39
    ts   trade ship     60    25.5    * 0.42
    frg  frigate        12     7.8    * 0.65
    bb   battleship     24    21.8    * 0.91
    cal  light carrier  22    30.4    * 1.38
    can  nuc carrier    30    84.6    * 2.82    largest increase

    land unit type     old     new    change
    hat  hvy artillery  12     9.6    * 0.8     largest decrease
    linf light infantry  2.4   3.32   * 1.38
    cav  cavalry         3     5.4    * 1.8
    inf  infantry        3     5.4    * 1.8
    lar  lt armor        3     6.4    * 2.13
    com  commando        3    15.4    * 5.13
    eng  engineer        3    30.4    * 10.13
    meng mech engineer   3    45.4    * 15.13   largest increase

For planes, the power value change depends on the type.  Below a
certain nation tech level, planes of this type become more valuable,
above less.

For the stock game, planes costing at most $1000 become less valuable
at any nation tech level that can build them, and planes costing at
least $1800 become more valuable at any practical tech level,
i.e. under 400.  Noteworthy planes:

    plane type                 new
    sam  Sea Sparrow           2.1              least valuable
    f2   P-51 Mustang          4.34
    lb   TBD-1 Devastator      5.92
    jf1  F-4 Phantom          10.6
    tr   C-56 Lodestar        10.78
    jt   C-141 Starlifter     15.86
    jhb  B-52 Strato-Fortress 33.54
    ss   KH-7 spysat          41.2              most valuable

The old value is a flat 12 at nation tech level 100, 15 at tech level
250, and 18 at tech level 400.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:55 +02:00

91 lines
2.6 KiB
Perl

.TH Command POWER
.NA power "Display arbitrarily measured strengths of countries"
.LV Basic
.SY "power [new|update] [<NUM>|country <NATS>]"
The power report provides one view of national strengths.
It can be particularly helpful in planning defense strategies.
.s1
Normally, the last saved power report is shown.
The optional arguments \*Qnew\*U and \*Qupdate\*U request a new power
report based on up-to-date information.
This costs 10 BTUs.
The new report is saved for use by future power commands, except when
a deity uses \*Qupdate\*U. This lets deities examine up-to-date power
reports without affecting what players get to see.
.s1
If option AUTO_POWER is enabled, the command doesn't let you save new
power reports. Instead, the power report is updated automatically
right before the update.
.s1
If the optional \*QNUM\*U argument is given, only the
top NUM entries in the power chart will be displayed. Note that for
deities, if you give a negative number, only the top NUM entries in
the power chart will be displayed, and the power number rating will
not be displayed.
.s1
If the optional \*Qcountry\*U argument is given, then the information
is given for those particular countries.
.s1
In the power report the countries are listed
in order of decreasing \*Qpower factor\*U.
Powerless countries are not shown unless explicitly requested with the
\*Qcountry\*U argument.
.s1
The power report shows the following columns:
.s1
.in \w'money\0\0'u
.L sects
number of sectors
.L eff
average sector efficiency
.L civ
number of civilians
.L mil
number of military
.L shell
number of shells
.L gun
number of guns
.L pet
amount of petrol
.L iron
amount of iron
.L dust
amount of dust
.L oil
amount of oil
.L pln
number of planes
.L ship
number of ships
.L unit
number of land units
.L money
cash on hand
.in
.s1
The \*Qpower factor\*U is determined by the following equation:
.s1
.NF
power factor = ( power value of money
+ power value of sectors
+ power value of commodities in sectors
+ power value of commodities loaded on ships and land units)
* (20 + nation tech level) / 500
+ power value of ships, planes and land units
* (20 + their tech level) / 500
.FI
.s1
The power value of money is dollars / 100.
.s1
The power value of a sector is efficiency / 10.
.s1
The power value of a ship, plane or land unit is the power value of
the materials and money needed to build * efficiency / 100.
.s1
The power value of commodities is amount * type factor. \*Qshow
item\*U shows the type factor in column \*Qpower\*U.
.s1
Efficiency is in percent.
.s1
.SA "census, nation, Communication, Nations, Diplomacy"