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