-=O EMPIRE WISH LIST O=-

This is the complete Empire Wish List. Each item on the wish list has
been given a unique reference number. The reference number does not
indicate priority; it is only there so that we may easily refer to
various items on the list. The reference numbers are permanent, and
any new item added to the wish list in the future will be given a new
unique reference number.

The blank index number at the bottom of each section refers to the
next available index number for that section.

Note that the most radical have been moved out of the EMPIRE WISH LIST
and onto the EMPIRE WACKY IDEAS LIST which shares the same indexing system
as this file.

  _________________________________________________________________

--- TABLE OF CONTENTS ---

Attack, Assault and Board.................a 
Missions..................................m 
Ships.....................................s 
Planes....................................p 
Land Units................................l 
Commodities and Sectors...................c 
Information Commands......................i 
Telegrams, Announcements, News............t 
Updates...................................u 
Deity.....................................d 
Miscellanious and Documentation...........x 
Error Messages............................e 

  --- ATTACK, ASSAULT AND BOARD --- 
  
a12
aborting an attack should cost you btus or possibly mobility
(otherwise you get info for free).

a13

  --- MISSIONS --- 
  
m7
Allow people to specify relation level to trigger different missions
(note there is already space for this in the nation struct).

m8

  --- SHIPS --- 
  
s4
For ship/plane/unit specification, allow a/13/b/15/16/c type
specification where fleets, wings, and armies may be included along
with numbers.  (WARNING: This would require massive restructuring.)

s8
Reduce the amount of mob subs use to torp--right now they are at a
severe disadvantage.

s13
once ships on sail have arrived at their destination, the "Your fleet
lead by ship #x has reached x,y." in production report every time.

s19
You can load all the civs from a harbour onto a ship without being
prompted if you want to abandon that sector.

s22
Another suggestion related to s21. The gain in efficiency of planes on
carriers or sufficiently crewed ships on sea should use construction
materials etc. This is to make it consistent with land units gaining
efficiency in a sector where the necessary materials are present.
Otherwise it leads to abuse: Say in the beginning of the game I build
a ship but don't want to spend the hcms to build it completely - so I
just crew it it will gain efficiency by itself. I think it could
easily be implemented by giving every ship some capacity for lcms and
hcm's.

s23
you shouldn't be able to torp around corners

s24

  --- PLANES --- 
  
p10
chh [38:382]% scrap p 28,0 ?eff<50
Really scrap all planes in 28,0 [n]? n
The prompt is misleading.  (Same goes for scuttle).  Scuttle and scrap
should probably be consolidated.

p17

  --- LAND UNITS --- 
  
l14
perhaps since land units in mountains are so hard to attack, we shuold
just not let land units into mountains to begin with.

l15
perhaps land unit attack mob needs to be increased.

l16

  --- COMMODITIES AND SECTORS --- 
  
c6 ( First part has been fixed - rad part has not ) Heres a bug: Take
a warehouse, store a couple of k of oil in it and then des it as an
oil mine. after the update it has 999 oil in it, and the ocontent has
been warped up to something like 389. Similarly, a 100 rad sector with
999 civs and 999 uws will only produce 250-300 rad rather than the
750+ you should have got.

c8
Change bridges (and towers) so that they only crumble when shelled
below 15%. Allows attackers an extra chance for a bridge attack.

c13
feed <SECTS> <SECT>
If a sector in <SECTS> needs more food, send it food from <SECT>.

c16 - WARNING - may be difficult to code
forts should return fire even if shot missed

c19

  --- INFORMATION COMMANDS --- 
  
i4
Budget can generate a negative cost for building ships or planes.

i5
neweff [s <SHIPS>|p <PLANES>|l <UNITS>] to show the efficiency these
things will have after the update. At present you can only get this
info by doing some heavy calculations.

i10
gstarve <SECTS>
lists sectors that need more food if they want to attain maximum civ
growth.

i12
prod
should list the commodities consumed in f h * ! sectors for building
stuff. (This would help you calculate your production deltas.)

i16
bmap <SECTS> sh
to show enemy ships (that you would see with radar or coastwatch).

i17
bmap <SECTS> sa
to show enemy satellites (that you would see on radar).

i18
dump
should give you the oldown number, rather than just a *. (Does dump
only give you a * if you're not the oldown? I don't know. You can find
the oldown using ?oldown= so dump should give it to you).

i20
radar [<SHIPS> | <SECTS>] S
shows enemy ships but not your own.

i22
cen * ?connect=<SECT>
lists all sectors connected by land to <SECT>. Handy for setting up
territories.

i23
Budget Bug: when production priorities are set, harbors will produce
work BEFORE ships are built, which means you can use avail produced
AFTER the update, ie so you can repair objects in sectors you newly
designate.

i24
Allow | as well as & in selection syntax. e.g. res * ?des=o|des=g
(WARNING: cannot use single bar as the or character because "|" is
used as a pipe in the standard client and possibly in other clients.
Another character should be used instead ( or maybe "||"?)

i27

  --- TELEGRAMS, ANNOUNCEMENTS, NEWS --- 
  
t2
Separate BULLETIN's from Telegrams (so that when we're in the middle
of a fight we will know if we were just attacked or we simply have
just received a letter from a friend).

t9
When you are writing a telegram or an announcement and an update hits,
then your telegram or announcement gets lost. ( is it even POSSIBLE to
fix this?)

t10

  --- UPDATES --- 
  
u5
Planes should not be built by conquered populace. (The problem here is
that building planes uses mil, and you can lose the sector because all
your mil that was being used to hold the sector disappeared into the
planes so you loose the sector at the update.)  ALREADY FIXED?

u7
Under the ALL_BLEED option, research bleed doesn't work the same way
that tech bleed does. A nation may produce tech but no research on a
given update, yet the 0 research gets included in the average.
However, if a nation produces no tech, the 0 tech doesn't get included
in the average. (This holds true even if that nation does produce
research, although its probably pretty rare to produce research and
not tech).
Having two loops that resolve tech bleed and then research bleed,
instead of one which tries to do both, would be a fix.

u9

  --- DEITY --- 
  
d2
More flexible hours control (e.g. to disable login on weekends) ( If i
am not mistaken - you can disable logins on weekends - Bob and I did
this using hours in one game - I think there are bugs in it though
from what I remember - who knows... maybe it doesn't work anymore
anyone tried it lately? - Ken H.)

d3
Add che (target and number) to deity dump format.

d4
Add two new options: LOAN and TREATY.

d8

  --- MISCELLANIOUS AND DOCUMENTATION --- 
  
x1
Often BTU's aren't updated immediately, and the prompt is out of sync
with the actual amount of BTU's they have.

x6
info takeover, avail, loyalty
There should be man pages on these.

x11
go change player/empmod.c to make loan, trade, and treaty-related
commands from deity to normal commands and make them into options.

x17
make xland compile under linux

x26

  --- ERROR MESSAGES --- 
  
e3
  _________________________________________________________________

If you have any comments/additions regarding this list, mail them to
me at children@empire.net with the word "wish" in the subject line.
Since I receive alot of email (about 15/day), and I am occasionally
away for a few weeks at a time, please keep your email short (i.e. do
NOT mail me a copy of this list with your comments interspersed, but
rather just keep it to a few lines using the reference numbers).

Ken Stevens

Last updated: 5 November 95
