++++++++ Rerunning turns +++++
A quick note on how to rerun turns safely.

When I wrote the blind code modifications, I decided to support
a random seed that changed every turn in a predictable (to the
GM) way, rather than the hardcoded random seem that older V2.x
games suffered from, or the turn reruning headaches that a 
new seed ever time the program was started would cause.

I hit upon this compromise:
  When you created the galaxy, a random seed from the clock will
be used. Encoded in the initial blindrc file, is the random seed
to use when running turn 1. When turn 1 is run, and saved, the
seed for turn 2 is also saved (again, seeded from the system 
clock).

What does this mean? Well, if a bug crops up, or a players
orders get lost, or heaven forbid, you deleted this turn's blindrc
file, you can recreate it from last turns (but not the turn before's)
True, you will change the random seed to use, for the turn that you 
haven't run yet, but heck, it hasn't been run.

Note: Changing player's orders _may_ change a turn, if they
cause a new battle, or add additional ships to an existing one.
Given the same orders though, you will always get the same results.

If desired, the random seed can be set by the GM, using the GM level 
command +


+++++++

+++++++ Galaxy creation notes ++++++
Due to the wrap-around maps, you will be able to fit fewer players 
than in a standard game. 

Galaxy sizes Players Minsep
160x160      17      30     This is about as small as this galaxy could be
200x200      21      30(?)  A reasonable size
300x300      30(?)   30     Big, big,big.
90x90        14      20     Close quarters.

All galaxies above had roughly 450 planets.


Empirical evidence indicates that larger galaxies tend to 
even out the skill level between players, at least with regards
to growth.

Larger (sizewise) galaxies tend to favor higher drive techs,
possibly a longer game, and lower industry levels.

Due to program speed problems (the code isn't overly efficient in a 
lot of ways), more than 35 players and 500 planets in not recommended
(unless you have an unloaded machine to run turns on).

Late game times:
400 planets, 15 players left (6 active), 2.4x code.
Loading orders: ~1 minute
Running turn: ~1 minute
Reports: ~3 minutes
Saving game: ~1 minute

++++++

Blind command prompt options:

There a many options that you can execute from within the Blind executable:

A = Report on All Players
R = Report for One Player
E = Enter Turn             ~
T = Enter turns until EOF
G = Go                      
Q = Quit                   ~
X = Exit without saving    ~

* = List renamed systems
+ = New random seed
B = Current order status
D = Delete player
F = Full report on all systems
K = Kurrent players status
M = Map
P = Create Player
L = pLanet info
R = player Relationships
S = Diplomatic status
V = Version info              ~
Y = Forewarding list (Howard)
Z = RCS Version info          ~

Explanations:
A tilde (~) indicates that this option is available under
the preprocessor version of the code as well.

A - You will be prompted for an extension (convention is 'r') to be added
after the empire's name (i.e. Zethrin's report would be Zethrin.r)

R - You will be prompted for the empire's name, and the name of the
file to write the report to (the default, con, writes to your screen)

E - Goes into order reading mode (it expects exactly 1 set of orders, check
the Rules for details of format)

T - Goes into order reading mode (this is just like the E command, except
it will accept input until and EOF [end of file] is reached. Arbitrary
garbage (such as mail headers) can be between the #end of a set of orders and
the next #galaxy. NOTE: Using forecasts and this T command, will not
work for the blind.dbg program.

G- Actually run a turn

Q - quit and save

X - quit (do NOT save)

B - Will print a list of players that have orders submitted for this
turn.

P - create a new player (if NEWGAME option compiled in).
Depending on other options you may be prompted for their homeworld
location. In any case, you will be asked an empire name.

S - diplomatic status, allows you to check to see if A is at war/peace/guard
with B

F - prints out a GM's eye view of all systems

K - prints out a GM's eye view of the status lines from each report.
A file to write to will be requested. If you allow the techplus option, you'll
be given that information too.

* - lists all renamed (name != #) systems

+ - change the random seed that the game will use for the turn to be run.

L - prints out a complete list of planets, owners, name, size, resources, and
without the "standard list", cap/col/mat stockpiles

D - manually force the deletion of a player.

M - prints a map, from a GM's eye view, with various potential perspectives
and with different options ***

V - prints out compile options (KCMD, SIZEBUG, etc)

Y - prints out a forwarding list for this turn based on Howard's contact
rules.

Z - prints out RCS file information.


*** Map options:

GM map options:
M)ap
S)et co-ords
D)imensions of map
P)layer's viewpoint
U)nique letters
Q)uit

M print map with current settings
S set the x & y co-ordindates
D set the dimension (size) of the map
P set the map to be from the desired player's perspective
U unique letters ('SMARTMAP' option)
Q return to top level menu
++++++

The Blind code will accept command prompt options on the same line
that you run it (note: the last option must be a q or x, otherwise the program
never terminates). For example, to run a turn, one might do:
Blind t g q < orders
