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 Attacking" for the mobility cost to attack.
35 For each 2 points of efficiency a land unit loses fighting rebels at
36 the update, it loses one point of mobility.
39 Fortifying a land unit ("dig in") costs one point of mobility per
40 point of fortification. An engineer cuts the mobility cost by one
41 third. See "info fortify".
44 A land unit is charged one point of mobility for every land mine laid.
47 The increase in efficiency depends on mobility used. It costs a 100%
48 efficient land unit 6 mobility to raise a sector 1% efficiency. Less
49 efficient land units are charged proportionally higher amounts of
50 mobility. For example, a 50% land unit would be charged 12 mobility
51 to raise the efficiency of a sector by 1%.
54 When supply is drawn from a supply unit, that unit pays the mobility
55 cost to move the goods to the destination sector. That cost is the
56 same as it would cost the sector to move the goods using the "move"
59 7. Marching, reacting or retreating
60 The mobility cost for a land unit to march, react or retreat is:
61 (path cost) * 5 * 480 / (unit speed)
63 unit speed = speed * (1 + (tech factor))
64 tech factor = (50 + tech) / (200 + tech)
66 See "Path Cost" below for the path cost formula. Note that reacting
67 land units only pay mobility to move "to" the attacked sector; they
68 return to their start sector for free. Land units on "reserve"
69 mission only pay half the mobility cost to react.
71 Marching through newly taken sectors (not old-owned, no mobility)
72 costs extra mobility equivalent to a path cost of 0.2.
74 Note that the efficiency of a land unit does not affect the mobility
75 costs it pays to march, unless the unit is a supply unit. Then the
76 mobility costs are proportional to the efficiency of the unit.
79 When a land unit is shelled, its mobility goes down in exactly the
80 same way that its efficiency goes down (see "info Damage").
84 Plane mobility can never go below -32. Planes are charged mobility
88 For every two points of damage the plane takes from air combat, the
89 plane loses one point of mobility.
91 2. Launching satellites
92 A satellite is charged one point of mobility for each sector it passes
93 over in its launch trajectory.
96 The mobility cost for a plane to fly is:
97 5 + (flight cost) * (distance flown) / (max distance plane can fly)
99 For escorts and interceptors, the flight cost is:
100 10 / (plane efficiency)
101 For all other flights, the flight cost is:
102 20 / (plane efficiency)
104 4. Land mine, pin-bombing, and nuclear damage
105 A land mine, pinpoint bomb or nuclear detonation
106 will damage the mobility of the plane in exactly the same way that the
107 efficiency of the plane is damaged (see "info Damage").
111 Ships are charged mobility for the following:
114 The mobility cost to fire a shell is 15, unless the NOMOBCOST option
115 is enabled in which case ships are charged nothing.
118 The cost for a ship to fire a torpedo is one half of the cost for it
121 3. Boarding a ship from a ship
122 See "info Attacking" for the mobility cost to board a ship from a ship.
124 4. Navigating and retreating
125 The mobility cost for a ship to navigate or retreat is:
126 (sectors traveled) * 480 / (ship speed)
128 ship speed = (base speed) * (1 + (tech factor))
129 base speed = max(0.01, efficiency * speed)
130 tech factor = (50 + tech) / (200 + tech)
133 When a ship is shelled, its mobility goes down in exactly the same way
134 that its efficiency goes down (see "info Damage").
138 Sectors are charged mobility for the following actions:
140 1. Converting civilians
141 Each civilian converted costs 0.2 mobility.
143 2. Shooting civilians & uws
144 The mobility cost to shoot civilians or uws is
145 (number shot + 4) / 5
147 3. Enlisting military
148 The mobility cost for enlisting military depends on what fraction of the
149 civilians present you are enlisting:
150 (new mobility) = (old mobility) * (1 - newmil / civs)
153 See "info Attacking" for the mobility cost of attacking.
155 5. Moving commodities
156 Sectors move commodities in the "move" and "explore" commands, when
157 "supply" is drawn from them, and when they "deliver" and "distribute"
160 Mobility is used from the source sector when moving. Mobility used is
161 a factor of the commodity involved, the amount of the commodity, the
162 types of the sector and dist sector, the efficiency of both, and the
163 cost of the path to the destination sector. When the move is
164 finished, move reports the total mobility used, and the amount of
165 mobility left in the sector.
167 The exact formula is:
168 mob cost = (amount) * (weight) * (path cost) / (source packing bonus)
171 Each commodity has a weight:
180 Some sectors are better at moving certain commodities than
181 others. This ability is known as their packing bonus. These sectors
182 only get these bonuses for moving items "from" them--not for moving
183 items "to" them. If the sector is less than 60% efficient, it doesn't
184 get its packing bonus. Here are the packing bonuses:
185 warehouse/harbor bank other
193 The path cost is the cumulative mobility cost of moving through each
194 sector in the path. The cost to enter a sector is based on the
195 sector's type and efficiency.
197 Sectors typically cost 0.4 at 0% efficiency, and 0.2 at 100%.
198 Efficient highways cost less, and mountains cost much more. See "show
199 sect stats" for the exact numbers.
201 Road infrastructure, if enabled, allows you to construct roads in
202 sectors and thus decrease their mobility cost by up to 90%.
204 Railway infrastructure, if enabled, decreases mobility cost by up to
205 99%, but only for marching trains.
207 See "info improve" for more information on improving the
208 infrastructure efficiency ratings of your sectors, and see "info
209 sinfrastructure" for information on showing the infrastructure of your
212 See "info Infrastructure" for more general information on Infrastructure.
214 In any case, the sector mobility cost is at least 0.001, except for
215 marching land units, where it is at least 0.02.
217 Update mobility bonus
218 Commodities get moved at the update through delivery and distribution.
219 All goods moved this way get their mob cost divided by 4 for deliver,
220 and 10 for distribute. Furthermore, commodities distributed into a
221 harbor or warehouse get the warehouse packing bonus (normally, packing
222 bonuses only apply for the type of the source sector and not the type
223 of the destination sector). These two bonuses represent the fact that
224 moving goods through an established distribution network is more
227 6. Transporting planes or nukes
228 The weight of a plane is lcm + 2*hcm. The weight of a nuke is the
229 number of "lbs" it has (from "show nuke stats").
232 When a sector is shelled, its mobility goes down in exactly the same
233 way that efficiency goes down (see "info Damage").
236 .SA "Sectors, Infrastructure, Ships, LandUnits, Planes, Nukes, Transportation"