empserver/info/Update-sequence.t
Markus Armbruster 7da69c92e0 Don't use automatic supply to avoid starvation at the update
Food supply during update adds complexity to the update.  How much
good it does to players is highly doubtful; certainly nobody can rely
on it.  It isn't covered by the starvation command.  Starving ships or
land units can steal enough food from their sector to make it starve,
too.  Finally, the supply code is notoriously hard to use correctly.
We don't know of issues with the update's use, but we haven't
convinced ourselves that there aren't any either.
2009-02-15 12:51:05 +01:00

71 lines
2.8 KiB
Perl

.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) if the sector is a cap, it costs $1 per etu since
the last update
b) 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.
c) if there was starvation, the work percentage is set
to 0, otherwise the work rate rises by
8+(1-15), max of 100
d) population grows and is truncated
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"