                              Command : NAVIGATE

 SYNTAX:
   [##:##] Command: navigate <SHIP/TANK/BALLOON/TRAIN/FLEET> <ROUTE>

The navigate command is the move command applied to the ships  at  sea,  tanks
and  trains  on  land, and balloons in the air.  You can use it to control any
one vehicle, a combination of vehicles, or an entire fleet.

A vehicle (ship, tank, train, or balloon)  must have at least one crew  (which
may be civilian or military, but not an uncompensated worker) to be navigated.
If you are moving a fleet and the flagship stops, the fleet stops; (the lowest
numbered vehicle is always considered the flagship).

The program will prompt with the mobility of the flagship, the minimum  mobil-
ity value for the fleet, and the current sector coordinates in the form:

   <57.0:23.5: -6,4>

which means the flagship has 57 mobility units, some other ship in  the  fleet
has  23.5 mobility units and the flagship is in sector -6,4.  You may indicate
the direction you would like the fleet to move by typing a string  of  letters

                              Command : NAVIGATE

consisting of any combination of the following:

   y  for up-left
   u  for up-right               y    u
   g  for left                    \  /
   j  for right               g  --  --  j
   b  for down-left               /  \
   n  for down-right             b    n
   v  for view
   h  for end of movement
   r  for radar
   l  for lookout
   p  for petrol report

The petrol option reports the amount of petrol aboard.   This  is  handy  when
navigating vehicles that burn petrol.

The view option reports where you are and costs no mobility.  (For ships, this
really only tells you whether or not you're in a harbor.)

                              Command : NAVIGATE

The radar option internally invokes the radar command.  You can  supply  addi-
tional parameters on the same line as the `r', or you can specify `.' to radar
from the flagship.

Similarly, the lookout option internally invokes the lookout command.  You can
supply  additional  parameters on the same line as the 'l', or you can specify
`.' to lookout from the flagship.

Since the <ROUTE> can be specified in the command line, simple  movements  are
often typed as a single line, such as:
   [##:##] Command: nav 19 jjjh

Or some movements may be done partly on the command line and  partly  interac-
tively:
   [##:##] Command: nav 18 jj

                              Command : NAVIGATE

   <112.7:112.7: -4, -2> v
   patrol boat #18 on open sea @ -3,-2
   <112.7:112.7: -4, -2> gh
   patrol boat #18 stopped at -6,-2

Some typical movement costs for ships are:

                              Command : NAVIGATE

   ship         25% tech factor   50% tech factor   100% tech factor
   type           cost/sector       cost/sector       cost/sector
   ------            ----              ----              ----
   patrol boat        7.68              6.4              4.8
   fishing boat      25.6              21.33            16.0
   minesweep         19.2              16.0             12.0
   destroyer         10.96              9.13             6.85
   submarine         15.36             12.8              9.6
   tender            12.8              10.67             8.0
   heavy cruiser     12.8              10.67             8.0
   cargo ship        19.2              16.0             12.0
   aircraft carrier  15.36             12.8              9.6
   battleship        15.36             12.8              9.6

                              Command : NAVIGATE

Movements costs for submarines running submerged are 2.5 times the normal sur-
face rate.

Vehicles that burn petrol consume petrol at different rates, depending on  the
ship  or  vehicle  type,  its  efficiency,  and the tech level at which it was
built.  Balloons are generally at the mercy of the wind  and  do  not  require
petrol;  similarly, certain classes of ships and other vehicles are powered by
oars, sails, or nuclear power and also do not require petrol.

Nuclear vessels require rads for propulsion.  The speed at which the ship  can
move  depends on the number of rads it is carrying; full speed requires a full
load of rads (as listed by `show ship cap'),  while  a  partial  load  reduces
speed  proportionally.   Unlike petrol, rads do not deplete; the ship requires
rads to move, but does not consume them.

You cannot navigate a ship into a trade center that is less than  two  percent
efficient.  You can, however, enter inefficient harbors, although if the effi-
ciency is less than two percent, you will only be able to load and unload peo-
ple (no commodities).

                              Command : NAVIGATE

Moving a ship through a sector that has been mined introduces a 5% chance  per
mine  (cumulative)  that  you  will  be damaged by detecting one of the little
cuties.  Minesweeps can remove up to five mines  per  pass  through  a  sector
(indicated by the message Sweep...).

See also : mine, ship-types, tank-types, balloon-types, train-types

