                               Command : BUILD

 SYNTAX:
   [##:##]  Command:  build [ship|plane|nuke|bridge] <SECTS> [ship-type|plane-
type|nuke-type|direction] <TECH> [Number to build]

The build command is used to specify the types of ships to be  built  in  your
harbors,  the  planes  and  missiles at your airfields, the nuclear devices at
your nuclear production facilities, and the directions in which  bridge  spans
are to be built from bridge head sectors.

The  ability  to produce ships, planes, nukes, or bridges, is based on several
factors: labor force, light production  units,  heavy  production  units,  oil
units,  radioactive material units, available cash, and technology level.  The
quantities or levels required vary with the object being built.

HARBOR SECTORS

The ship 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 dif-
ferent ship types see info ship-types.

                               Command : BUILD

The  labor  force  required  to  build  a particular ship type is equal to the
ship's tonnage, which is the lcm cost plus twice the hcm cost.  Labor force is
defined as the number of civilians multiplied by the work percentage, plus the
number of uncompensated workers, plus two-fifths the number of military.

You must give enough of the ship name to make it unique, otherwise the program
won't know which to build, and will regale you with the full list.

Note:  if  you wish to give the ship-type argument on the command line, it may
be necessary to quote the ship-type. For example: build s 0,0  "lander  2"  80
would  build  a  lander  2.  Without  the  quotes,  it mnight build a lander 1
instead, since the ship-type is two words.

The "Number to build" option may only be given if the command is being  speci-
fied totally on the command line. If oyu give multiple sectors and a number to
build, it will attempt to build that number at EACH sector specified.

                               Command : BUILD

Note that ships first appear at 20% efficiency and a 19% efficient  ship  will
not  float  (i.e., it sinks).  As the ships' crew and harbor personnel work on
them, their efficiency grows to 100%.  The  workforce  needed  to  increase  a
ship's efficiency by one percent per time unit is equal to its tonnage.

Harbor workforce is divided up among those ships needing work in proportion to
their tonnages relative to the total, up to a workforce limit of two times the
tonnage  for  any ship.  For fastest efficiency growth, put full crews on your
newly built ships and leave them in harbor until they reach 100%.

Ships at sea have only their crews to make repairs.  Crew members each  supply
the  same amount of work, whether civilian, military, or uncompensated worker.
A small crew on a large ship may not be able  to  make  any  repairs  at  all.
(Moral: keep your ships fully crewed in anticipation of future damage.)

Entropy  acts  on  ships  at  the rate of one efficiency point every four time
units.  Ships at sea without enough crew to fight entropy effects will  gradu-
ally rust, take on water, and sink.

                               Command : BUILD

AIRPORT SECTORS

The  choices  range  from low tech fighter 1 planes up to and including super-
long range jet hvy bombers and icbms.  For a brief table indicating  the  pro-
duction  costs  of  the  different  plane  types  respond with ?.  For a table
describing the costs and capabilities of the different plane  types  see  info
plane-types, and info show.

Note  that planes first appear at 10% efficiency.  As time passes, and as long
as there are available work units in the airport at which  the  planes  reside
(to work on the planes), they grow to 100% efficiency.

NUCLEAR PLANT SECTORS

If you type
   [##:##] Command: build 6,2
and 6,2 is a nuclear plant that has enough hcm (heavy construction materials),
lcm (light construction materials), oil, and radioactive material,  the  work-
force in the sector is large enough (as defined above), you have enough money,
and your technology level is high enough, then the program  will  construct  a

                               Command : BUILD

new  nuclear device of the type requested, and add it to the current stockpile
in that sector.

Note: If the DRNUKE option is enabled, you  will  need  a  certain  amount  of
research  to  make  nukes.  At  the present time, it is 1/4 the amount of tech
needed to make the nuke. So, for example, to build a nuke that is tech 400 you
would need 100 research.

BRIDGES

If you type
   [##:##] Command: build 2,2
and  2,2  is  a sector 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:

   Bridge head at 2,2; build span in what direction? j

                               Command : BUILD

With the EASY_BRIDGES option enabled, the sector the  bridge  span  is  to  be
built  in  must be adjacent to at least 1 non-sea, non-bridge span sector, but
does NOT have to be built from a bridge head. If so, you get:

   Bridge span built over 4,2

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).

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.

See also : launch, fly, nuke, bridges

