######################################
# Common problem: window is too big and You cannot see whole? Try _smallscreen version
######################################
Optifleet - OGame Fleet Optimizer
The goal of the program is to find "optimal" fleet to attack given enemy, under some constraints.
If lang.ini file with unicode(utf8) encoding is present in directory, speedsim-format translation is loaded
All the values are converted into metal using ratios, average values from multiple simulations are used
Terms:
Plunder - resources plundered from defender. In case of draw it's 0.
ValueA - cost of producing attacker's fleet,
ValueD - cost of producing defender's fleet,
LossA - value of units lost by attacker in battle
LossD - value of units lost by defender in battle
Fuel - deuterium used as a fuel for flight of attacker's fleet
Budget - maximum ValueA allowed.
NetGain := Plunder + Debris*a:debrisForAttacker - LossA - Fuel
Profit := NetGain/ValueA
The objective is to maximize profit rate(profit/fleetValue) if maximizeNetGain=0, otherwise to maximize NetGain(raw profit)
Constraints:
* ValueA < Budget
* LossD >= <minimumEnemyLoss>% ValueD\
a:budget - user configurable value - maximum ValueA allowed. For a:budget=X:
* X<0 means Budget=|X|*ValueD.
* X=0 means unlimited Budget (set limits manually!)
* X>0 means Budget=X
Final parameters:
* sim:trialsCount is "run program that many times independently and take best result"
* sim:evalLimit is very internal setting, "how many fleets to check"(normally <1000 could make results worse and 2000 should be enough, but in "hard cases" it might be worth increasing to 4000, it's not default as it increases calculations time)
* sim:simulations is just number of simulations of each battle. final report is with 100 simulations but during search approximate result is rather enough