Replace the term power value of materials and cost + 9 by power value of materials and cost + maximum population / 1000 * 8 + 1 The value of ordinary sectors (maximum population 1000) doesn't change. The stock game's mountains, plains and bridges are now worth only 28% as much. This concludes my tweaking of the power factor for now. I tested it with data from a real game (Hvy Metal II). The effect is small: #5 overtakes #4, and the lead of #1 over #2 and #3 shrinks some. Closer analysis finds the following reasons. The game had very expensive big cities. Valuing them correctly gives countries with many cities a noticeable boost. Planes are worth less than before, but the difference is much larger for cheap planes. Big piles of construction materials are worth much less, and shells, guns and bars are worth more. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
93 lines
2.7 KiB
Perl
93 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 commodities loaded on ships and land units)
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* (20 + nation tech level) / 500
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+ power value of ships, planes, land units and nukes
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* (20 + their 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 (the power value of the materials and
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money needed to build + maximum population / 1000 * 8 + 1) *
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efficiency / 100.
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.s1
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The power value of a ship, plane, land unit or nuke is the power value
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of the materials and money needed to build * efficiency / 100.
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.s1
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The power value of commodities is amount * type factor. \*Qshow
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item\*U shows the type factor in column \*Qpower\*U.
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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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