Translations:Befehlsreihenfolge/28/en: Unterschied zwischen den Versionen

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Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. The [[Special:MyLanguage/Materialpool|item pool]] also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, this sequence can be changed by certain commands. These include <tt>ENTER, LEAVE, MAKE TEMP, GIVE CONTROL</tt> and <tt>GIVE SHIP</tt>. The exact behavior is not guaranteed! Therefore, if in doubt, give orders in such a way that the unit sequence does not matter.
Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. The [[Special:MyLanguage/Materialpool|item pool]] also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, this sequence can be changed by certain commands. These include <tt>ENTER, LEAVE, MAKE TEMP, GIVE CONTROL</tt> and <tt>GIVE SHIP</tt>. The exact behavior is not guaranteed! Therefore, if in doubt, give orders in such a way that the unit sequence does not matter.
Some orders are first added to list until all units in the region have given the order. Only then are they executed in batch. This applies to  <tt>ENTERTAIN, WORK, TAX, RECRUIT, BUY, SELL</tt>, as well as <tt>MAKE</tt> of raw materials. Raw material applies to stones, iron, laen, adamantium, wood, mallorn, herbs, and horses. <tt>MAKE CASTLE</tt> and <tt>MAKE SHIP</tt> will instead be executed immediately. The point of this is that all factions are "served" fairly and avoids that the first unit in the region gets all the raw materials, for example. Instead, things (silver pieces, luxury goods, raw materials) are distributed piece by piece until everyone has had a turn, then it starts from the beginning again. How this works precisely is not guaranteed.
For orders where the result has an upper limit, for example the maximum number of trees in the region for <tt>MAKE wood</tt>, the maximum number of recruits to <tt>RECRUIT</tt> or the region's money for <tt>ENTERTAIN</tt> and <tt>TAX</tt>, it may happen that several units are in competition. In this case, we try to distribute the scarce good in proportion to the quantity that each unit could produce if it were unlimited. In this case, there may be gaps and a unit may end up with nothing. The <tt>SELL</tt>, <tt>BUY</tt> and <tt>WORK</tt> orders are also affected.

Aktuelle Version vom 8. März 2024, 13:00 Uhr

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Nachricht im Original (Befehlsreihenfolge)
Gleichrangige Befehle verschiedener Einheiten werden normalerweise in der Reihenfolge abgearbeitet, wie sie im Report erscheinen. Also zum Beispiel erst alle GIB-Befehle der ersten Einheit, dann alle GIB-Befehle der zweiten Einheit, später alle <tt>REKRUTIERE</tt>-Befehle der ersten Einheit, dann der zweiten und so fort. Auch der [[Materialpool]] funktioniert üblicherweise in dieser Reihenfolge: Einheiten, die weiter oben in der Reihenfolge stehen, werden also zuerst "befragt", ob sie einen Gegenstand hergeben können. Die Reihenfolge kann sich jedoch durch bestimmte Befehle verändern. Dazu gehören <tt>BETRETE, VERLASSE, MACHE TEMP, GIB KOMMANDO</tt> und <tt>GIB SCHIFF</tt>. Das genaue Verhalten wird nicht garantiert! Deshalb sollte man im Zweifel Befehle so geben, dass die Einheitenreihenfolge dafür keine Rolle spielt.

Bei Befehlen, deren Resultat eine Obergrenze hat, z.B. die maximale Menge an Bäumen in der Region bei <tt>MACHE Holz</tt>, die maximale Zahl von Rekruten bei <tt>REKRUTIERE</tt> oder dem Regionssilber bei <tt>UNTERHALTE</tt> und <tt>TREIBE</tt>, kann es vorkommen, dass mehrere Einheiten in Konkurrenz zueinander stehen. In diesem Fall wird versucht, das knappe Gut anteilig an der Menge zu verteilen, die jede Einheit produzieren könnte, wenn es unbegrenzt wäre. Hierbei kann es zu Abweichungen kommen, und eine Einheit eventuell leer ausgehen. Ebenfalls betroffen sind die Befehle <tt>VERKAUFE, KAUFE</tt> und <tt>ARBEITE</tt>.

Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. The item pool also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, this sequence can be changed by certain commands. These include ENTER, LEAVE, MAKE TEMP, GIVE CONTROL and GIVE SHIP. The exact behavior is not guaranteed! Therefore, if in doubt, give orders in such a way that the unit sequence does not matter.

For orders where the result has an upper limit, for example the maximum number of trees in the region for MAKE wood, the maximum number of recruits to RECRUIT or the region's money for ENTERTAIN and TAX, it may happen that several units are in competition. In this case, we try to distribute the scarce good in proportion to the quantity that each unit could produce if it were unlimited. In this case, there may be gaps and a unit may end up with nothing. The SELL, BUY and WORK orders are also affected.