2 .NA Mobility "How much mobility stuff costs"
6 Mobility represents the amount of time and energy it takes to do
7 something. In "Real Life" a ground offensive takes hours. In Empire,
8 it takes less than a second. Now the way Empire *could* work would be
9 for you to give your troops "orders" and then wait a "realistic"
10 amount of time for them to carry these orders out. But who wants to
11 type "nav 15 yh" and then wait 30 minutes for the ship to get there?
12 Certainly not you! That's why mobility was invented. Every update,
13 all of your units and sectors get more mobility, and that means that
14 enough time has passed for you to be able to do more stuff!
16 In Empire, four things have mobility: sectors, ships, planes, and land
17 units. You can see how much mobility each of these gets every update
18 in the output of the "version" command:
19 Sectors Ships Planes Units
20 Maximum mobility 127 127 127 127
21 Max mob gain per update 60 120 90 90
23 If the mobility cost for something is a fraction, for example 2.4,
24 then there will be a percentage chance that the actual cost is rounded
25 up or down. In our example, there would be a 60% chance that 2.4 is
26 rounded down to 2 and a 40% chance that it is rounded up to 3.
29 Land units are charged mobility for the following actions:
32 See "info Attack" for the mobility cost to attack.
35 For each 2 points of efficiency a land unit looses fighting rebels at
36 the update, it looses one point of mobility.
39 To fortify ("dig in") a land unit costs one point of mobility per
40 point of fortification.
43 Security units are charged 10 mobility every time civs are converted
44 in a sector they are in.
47 A land unit is charged one point of mobility for every land mine laid.
50 The increase in efficiency depends on mobility used. It costs a 100%
51 efficient land unit 6 mobility to raise a sector 1% efficiency. Less
52 efficient land units are charged proportionally higher amounts of
53 mobility. For example, a 50% land unit would be charged 12 mobility
54 to raise the efficiency of a sector by 1%.
57 When supply is drawn from a supply unit, that unit pays the mobility
58 cost to move the goods to the destination sector. That cost is the
59 same as it would cost the sector to move the goods using the "move"
62 8. Marching, reacting or retreating
63 The mobility cost for a land unit to march, react or retreat is:
64 (path cost) * 5 * 480 / (unit speed)
65 See "Path Cost" below for the path cost formula. Note that reactung
66 land units only pay mobility to move "to" the attacked sector; they
67 return to their start sector for free. Land units on "reserve"
68 mission only pay half the mobility cost to react.
70 Note that the efficiency of a land unit does not affect the mobility
71 costs it pays to march, unless the unit is a supply unit. Then the
72 mobility costs are proportional to the efficiency of the unit.
75 When a land unit is shelled, its mobility goes down in exactly the
76 same way that its efficiency goes down (see "info Damage").
80 Plane mobility can never go below -32. Planes are charged mobility
84 For every two points of damage the plane takes from air combat, the
85 plane looses one point of mobility.
87 2. Launching satellites
88 A satellite is charged one point of mobility for each sector it passes
89 over in its launch trajectory.
92 The mobility cost for a plane to fly is:
93 5 + (flight cost) * (distance flown) / (max distance plane can fly)
95 For excorts and interceptors, the flight cost is:
96 10 / (plane efficiency)
97 For all other flights, the flight cost is:
98 20 / (plane effciiency)
99 For planes flying on an air defense mission, this cost is cut in half.
101 4. Land mine, pinbombing, a-sat, and nuclear damage
102 A land mine, pinpoint bomb, anti-sat missile or nuclear detonation
103 will damage the mobility of the plane in exactly the same way that the
104 efficiency of the plane is damaged (see "info Damage").
108 Ships are charged mobility for the following:
111 The mobility cost to fire a shell is 15, unless the NOMOBCOST option
112 is enabled in which case ships are charged nothing.
115 The cost for a ship to fire a torpedo is one half of the cost for it
118 3. Boarding a ship from a ship
119 See "info Attack" for the mobility cost to board a ship from a ship.
121 4. Navigating and retreating
122 The mobility cost for a ship to navigate or retreat is:
123 (sectors travelled) * 480 / (ship speed)
125 ship speed = (base speed) * (1 + (tech factor))
126 base speed = max(0.01, efficiency * speed)
127 tech factor = (50 + tech) / (200 + tech)
130 When a ship is shelled, its mobility goes down in exactly the same way
131 that its efficiency goes down (see "info Damage").
135 Sectors are charged mobility for the following actions:
138 Each civ converted costs 0.2 mobility.
140 2. Shooting civs & uws
141 The mobility cost to shoot civs or uws is
142 (number shot + 4) / 5
145 The mobility cost for enlisting mil depends on what fraction of the
146 civs present you are enlisting:
147 (new mobility) = (old mobility) * (1 - newmil / (starv civs))
150 See "info Attack" for the mobility cost of attacking.
152 5. Moving commodities
153 Sectors move commodities in the "move" and "explore" commands, when
154 "supply" is drawn from them, and when they "deliver" and "distribute"
157 Mobility is used from the source sector when moving. Mobility used is
158 a factor of the commodity involved, the amount of the commodity, the
159 types of the sector and dist sector, the efficiency of both, and the
160 cost of the path to the destination sector. When the move is
161 finished, move reports the total mobility used, and the amount of
162 mobility left in the sector.
164 The exact formula is:
165 mob cost = (amount) * (weight) * (path cost) / (source packing bonus)
167 If the movement happened at the update, then the cost is:
168 delivery cost = (mob cost) / 4
169 distribute cost = (mob cost) / (10 * (destination packing bonus))
172 Each commodity has a weight:
181 Some sectors are better at moving certain commodities than
182 others. This ability is known as their packing bonus. These sectors
183 only get these bonuses for moving items "from" them--not for moving
184 items "to" them. If the sector is less than 60% efficient, it doesn't
185 get its packing bonus. Here are the packing bonuses:
186 warehouse/harbor bank other
194 The path cost is the cumulative mobility cost of moving through each
195 sector in the path. The cost to enter a sector is based on the
196 sector's type and efficiency. All sectors cost 0.4 to move into when
197 they have a 0% road factor, except for mountains which cost 5.0 at 0%.
198 The mobility cost to move into a sector goes down linearly as the
199 road efficiency increases. This represents the construction of roads.
201 You can also build railways to make the moving of trains faster. When
202 marching trains about, the rail factor is used. Otherwise, the road
205 See "info improve" for more information on improving the efficiency
206 ratings of your sectors, and see "info sinfrastructure" for information
207 on showing the infrastructure of your sectors.
209 See "info Infrastructure" for more general information on Infrastructure.
211 Update mobility bonus
212 Commodities get moved at the update through delivery and distribution.
213 All goods moved this way get their mob cost divided by 4 for deliver,
214 and 10 for distribute. Furthermore, commodities distributed into a
215 harbor or warehouse get the warehouse packing bonus (normally, packing
216 bonuses only apply for the type of the source sector and not the type
217 of the destination sector). These two bonuses represent the fact that
218 moving goods through an established distribution network is more
221 6. Transporting planes or nukes
222 The weight of a plane is lcm + 2*hcm. The weight of a nuke is the
223 number of "lbs" it has (from "show nuke stats").
226 When a sector is shelled, its mobility goes down in exactly the same
227 way that efficiency goes down (see "info Damage").
230 .SA "Sectors, Ships, LandUnits, Planes, Moving"