                               Command : BUILD

NAME
   build - Build ships, planes, bridges, land units or nuclear weapons

Level: Basic

SYNTAX
   [##:##]%  build  [land|ship|plane|nuke|bridge]   <SECTS>   [unit-type|ship-
type|plane-type|nuke-type|direction] [Number to build] [tech] [sure?]

The build command is used to specify the types of units to be  built  at  your
headquarters,  ships  to  be built in your harbors, the planes and missiles at
your airfields, the nuclear devices at your nuclear production facilities, and
the directions in which bridge spans are to be built.

The ability to produce units, ships, planes, nukes, or bridges,  is  based  on
several  factors: labor force, light production units, heavy production units,
oil units, radioactive material units, available cash, and  technology  level.
The quantities or levels required vary with the object being built.

In order to build anything, the sector involved needs to have avail. Avail  is
work  available  in the sector after the demands of the update (building effi-
ciency, working on things, etc) Avail in the sector is show in the  output  of
the census command in the 'avail' column.

The "Number to build" option may only be given if the command is being  speci-
fied totally on the command line. If you give multiple sectors and a number to
build, it will attempt to build that number at EACH sector specified.  If  you
ask  to  build  more  than 20 units, it will ask you "are you sure you want to
build so many?".

If you don't specify TECH then it will build the unit  at  your  current  tech
level.

BUILDING BRIDGES

If you type
   [##:##] Command: build b 1,3
and 1,3 has enough hcm (heavy construction materials), the  workforce  in  the
sector  is  large  enough  (as defined above), you have enough money, and your
technology level is high enough, then the program will respond:

   Bridge head at 1,3
    + k
   o a .
    . .
   build span in what direction? n

With the EASY_BRIDGES option enabled, bridges may be  built  from  any  sector
that  is  at  least  60% efficient.  Otherwise, bridges may only be built from
bridge-head sectors.  The sector the bridge span is to be  built  in  must  be
adjacent to at least 1 non-sea, non-bridge span sector.

If everything is correct, you get:

   Bridge span built over 2,4

To find out the required amounts of materials, workforce, and  money  use  the
show bridge build command.

You may now also build bridges all in one line as in:
   [##:##] Command: build b 1,3 n

A sector that has a bridge built in it is automatically cleared  of  mines  at
the time of building.  If a bridge falls, all mines in the sector are likewise
cleared.

NUCLEAR PLANT SECTORS & BUILDING NUKES

If you type
   [##:##] Command: build 6,2
and 6,2 is a nuclear plant that has enough hcm (heavy construction materials),
lcm  (light  construction materials), oil, and radioactive material, the work-
force in the sector is large enough (as defined above), you have enough money,
and  your  technology  level is high enough, then the program will construct a
new nuclear device of the type requested, and add it to the current  stockpile
in that sector.

Note: If the DRNUKE option is enabled, you  will  need  a  certain  amount  of
research  to  make  nukes.  At  the present time, it is 1/3 the amount of tech
needed to make the nuke. See the show command, which lists this if applicable.

TYPES OF THINGS YOU CAN BUILD (besides bridges)

Many different types of units/ships/planes/nukes are available.  For  a  brief
table  indicating the production costs of the different things, respond with ?
when asked for the type, or use the show command.  Note that if there are  two
things  in the list of items that are similar, such as "destroyer 1" and "des-
troyer 2", you will need to give the full name, or the program will build  the
first one that it encounters.

Note: if you wish to give the ship-type argument on the command line,  it  may
be  necessary  to  quote the ship-type. For example: build s 0,0 "lander 2" 80
would build a lander 2. Without the quotes, it might build a lander 1 instead,
since the ship-type is two words.

Once built, units/ships/planes grow in efficiency until they reach 100%.  This
growth  is  accomplished using the avail left in the sector at the time of the
update, so if you use all the avail building things, there won't be  any  left
to  make them more efficient. The avail there is divided amongst all things in
the sector needing work, so the more units/ships/planes there, the  less  each
will  be worked upon.  Ships/planes/units also require materials be present in
the sector to gain efficiency. In general, for  each  1%  the  ship/plane/unit
gains in efficiency, it will use 1% of the materials listed by show.

HEADQUARTERS SECTORS & BUILDING LAND UNITS

Land units are built in headquarters sectors. (designation !).   In  order  to
build  a  land  unit, you must have 10% of the items listed by show (typically
military, lcms, hcms, guns, shells, petrol, etc)  available  at  the  time  of
building. The land unit will appear at 10% efficiency (a unit of less than 10%
efficiency is dead). Then, each update, the unit will grow in efficiency,  and
use  up more of the required goods until it reaches 100%.  Land units can also
gain efficiency in fortress sectors, but cannot be built there.

The work required to add a point of efficiency to a land unit is

   (20 + (lcm_to_build + 2 * hcm_to_build))/100

A land unit will can gain efficiency in any other sector  type  (assuming  the
correct goods are available), but at 1/3rd the normal rate.

HARBORS & BUILDING SHIPS

Ships are built in harbor sectors. 20% of the materials listed by show must be
available at the time of building.  (typically hcms & lcms) Ships first appear
at 20% efficiency and a 19% efficient ship will not float  (i.e.,  it  sinks).
Then,  each  update,  the ship will grow in efficiency, and use up more of the
required materials until it reaches 100%.

In addition to the avail in the harbor sector, ships are  also  worked  on  by
their  crews.  So, for fastest efficiency growth, put full crews on your newly
built ships and leave them in harbor until they reach 100%.

The work required to add a point of efficiency to a ship is

   (20 + (lcm_to_build + 2 * hcm_to_build))/100

Ships at sea have only their crews to make repairs.  Crew members each  supply
the  same amount of work, whether civilian, military, or uncompensated worker.
A small crew on a large ship may not be able  to  make  any  repairs  at  all.
(Moral:  keep  your  ships  fully  crewed  in  anticipation of future damage.)
Repairs at sea do not use any lcms or hcms, but may not push the efficiency of
a ship over 80%.

Entropy acts on ships without sufficient crews. In general, if a  ship  is  at
sea,  and has less than about 40% of its maximum crew, it will gradually rust,
take on water, and sink.

           The amount of efficiency lost depends on the ship size and crew level.

           Figure the following quantities:

           Avail is the work done by the crew:

                   On a military ship: work = etus * mil/2
                   On a civilian ship: work = etus * (civ/2 + mil/5)

           Crew is the current # of mil (for a military ship), or civs for a
   civilian ship.

           Max crew is the max # of mil/civs (depending on ship type)

           W_p_eff is the amount of work per point of efficiency of the ship:

                   w_p_eff = 20 + (lcm + 2 * hcm);

           Lcms & hcms are the cms required to build the ship.

           Then,  subtract (etus * (100-((crew*100)/max_crew)))/7 from the avail.

           If the result is less than 0, divide it by the w_p_eff, and subtract
           that amount from the ship's efficiency.

           avail -= (etus * (100-((amt*100)/abs_max)))/7;
           ship->shp_effic += avail/w_p_eff;
           Example: A frigate (a military ship) can hold 60 mil. It has only 10.

           w_p_eff = 20 + (lcm + 2*hcm) = 20 + (30 + 2*30) = 110
           Avail = etus * mil/2 = 60 * (10/2) = 300

           300 - (60 * (100-((10*100)/(60)))/7) ~= -420

           Since the result is negative, divide it by w_p_eff:

           420/110 = 3.8 = 4% loss of efficiency

           Note from this that the frigate would need 24 crew to break even.

AIRPORT SECTORS & BUILDING PLANES

The choices range from low tech fighter 1 planes up to  and  including  super-
long  range  jet hvy bombers and icbms.  For a brief table indicating the pro-
duction costs of the different plane types respond with ?, or  check  out  the
show command.

Note  that  planes  first  appear  at  10%  efficiency.   10%  of  the  listed
hcms/lcms/crew  must be in the airport in order to build the plane. (typically
hcms, lcms, and mil (crew)) In order for the  plane  to  gain  efficiency,  it
needs  hcms/lcms/mil, as ships and land units do.  As time passes, and as long
as there are available work units in the airport at which  the  planes  reside
(to work on the planes), they grow to 100% efficiency.  A plane is not capable
of leaving the ground until it has reached 40% efficiency.

The work required to add a point of efficiency to a plane is

   (20 + (lcm_to_build + 2 * hcm_to_build))/100

Planes will also gain efficiency in non-airport sectors, but at only 1/3rd the
normal rate.

If the CARRIER_WORK option is enabled, planes on carriers will also gain effi-
ciency.  The  amount of work available is based on the carrier's crew, and the
rate is the same as a non-airport sector.  Repairs  at  sea  do  not  use  any
lcms/hcms/mil, but may not push the efficiency of a plane over 80%.

Once you have reached tech level 290, you  are  no  longer  allowed  to  build
planes that have tech level below 151.

SEE ALSO
   Unit-types, Ship-types, Plane-types,  Nuke-types,  Bridges,  show,  Mainte-
nance, Ships, Planes, LandUnits, Sectors

