                                Command : HUNT

 SYNTAX:
   [##:##] Command: hunt <SPIES> <SECTORS> [none|capture|kill]

The `hunt' command instructs your military  to  intensively  search  specified
sectors  for  foreign spies and report who they are able to find, and then, if
you wish, attempt to capture or erradicate the vermin.   Search  cost  is  0.1
mobility per mil involved in the search.

The <SPIES> argument specifies exactly who you are looking for.  You  can  use
the  wildcard  "*" to search for all spies, or a spy's name or id, or a slash-
separated list of selected spy ids. Conditionals can be used to  restrict  the
search to spies owned by a specific country.

The <SECTORS> argument specifies where to conduct the search.   You  must  own
all  the  sectors  involved, and they must contain some military.  Half of the
military in each sector take part in the search;  the  chance  of  success  of
finding  spies  in  a sector increases as more military become involved in the
search.

Spies use their ingenuity to try to blend in with the populace.  The  odds  of

                                Command : HUNT

finding a spy in a highly civilian-populated sector  can  be  much  less  than
finding  him  in a sparsely-populated sector.  Specifically, the odds of a spy
being found depend on number of military conducting the search, civilian popu-
lation density, sector efficiency, and the level of military intelligence com-
pared to the spy's own cunning:

        odds = ( (10*mil) / (civs+1) )
                 * (sector.effic/100)
                 * ( (sector.edu+20) / (spy.edu+20) )

An optional third argument lets you specify what action to take when a spy  is
found.   Actions  are  `capture',  `kill',  or  `none';  leaving  the argument
unspecified is equivalent to `none'.

Once he has been found, the odds of capturing a spy are directly  proportional
to the number of mil involved in the search:

                                Command : HUNT

        odds = (mil/150) * (sector.effic/100)
        if odds > 0.95, odds = 0.95

When a spy is captured, his mobility and happiness are reset to zero.  The spy
undergoes  a  $100  brainwashing  program, and comes out loyal to your country
with an efficiency level of 10%.  The retraining program has about a 10%  sui-
cide rate.

Killing a spy is an easier, cheaper, and often more  effective  way  to  purge
foreign agents from your territory.  A successful kill costs only $5 in mop-up
expense and paperwork, and the odds of killing a spy are twice as good as cap-
turing a spy:

                                Command : HUNT

        odds = (mil/75) * (sector.effic/100)
        if odds > 0.95, odds = 0.95

See also : spy

                                Command : HUNT

