.TH Command BUILD
.SY "build <SECTS> [(ship-type) | (direction)]"
The build command is used to specify the types of ships
to be built in your harbors, the directions in which bridge spans are
to be built from bridge head sectors, and the construction of nuclear
devices.
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The ability to produce ships, bridges, or nuclear devices is based on
several factors:
labor force, light production units, heavy production units,
available cash, and technology level.
The quantities or levels required vary with the object being built.
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HARBOR SECTORS
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If you type:
.EX build -4:2,3:16 ?des=h
You build in any harbor sectors within the -4:2,3:16 area.
The program responds:
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.NF
lcm is 37 and hcm is 87 in -2,14 kind of ship?
.FI
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You now have your choice as to what kind of ship
to build.
The choices range from patrol boats through battleships and yachts.
For a brief table indicating the production costs of the
different ship types respond with "?".
For a table describing the costs and capabilities of the
different ship types see "info ship-types".
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The labor force required to build a particular ship type is equal
to the lcm cost plus twice the hcm cost.  Labor force is defined
as the number of civilians plus one-fifth the number of military.
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Only the first letter of the ship type is required to indicate your choice.
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If the optional "<ship-type>" argument is used in the command itself
the program will try to build
the specified ship type in all harbors in the given area and will not
ask you to specify ship type for each harbor.
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Note that ships first appear at 20% efficiency and a 19% efficient ship
will not float, (i.e. it sinks).
As time passes they grow to 100% efficiency.
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BRIDGE HEAD SECTORS
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If you type
.EX build 2,2
and 2,2 is a bridge head that 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:
.NF
Bridge head at 2,2; build span in what direction? j
Bridge span built over 4,2
.FI
To find out the required amounts of materials, workforce, and money
try to build in an underdeveloped bridge head sector and the program will
tell you the current amounts (may be changed by the local deity).
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If the optional "(direction)" argument is used in the command line
the program will try to build
a span in the specified direction from all bridge heads in the given area
that have the necessary heavy production units.
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NUCLEAR PLANT SECTORS
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If you type
.EX build 6,2
and 6,2 is a nuclear plant that has enough hcm (heavy construction materials),
lcm (light construction materials), and gold dust,
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 either build a new 1 megaton nuclear device in 6,2
or add 1 megaton to a pre-existing nuclear device in that sector.
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To find out the required amounts of materials, workforce, and money
try to build in an underdeveloped nuclear plant sector and the program will
tell you the current amounts (may be changed by the local deity).
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A new device will be given a fail-safe code of 0 and will have its fail-safe
coordinates set to the sector holding it.
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See also : failsafe
