2 .NA move "Transport ore, civilians, guns, etc"
4 .SY "move <ITEM> <SECT> <NUMBER> <ROUTE|DESTINATION>"
5 The move command is crucial to Empire; it carries out the movement
6 of civilians, military, ore, guns, shells, food, planes, etc. on land.
7 Note that you can only move into sectors that you own, so you cannot
8 take sectors via move. To take sectors, use the "explore" command,
9 which uses the same syntax as move.
11 <ITEM> can be any one of:
15 u uncompensated workers
23 l light construction materials
24 h heavy construction materials
25 r radioactive materials
28 If <SECT> is not provided in the command line,
29 the program will request the starting sector
30 then display the number of mobility units in that sector,
31 its designation, and its coordinates in the form:
37 which indicates 97 mobility units in agribusiness sector -6,4.
38 You may respond with any combination of:
52 The \*Qview\*U command shows the sector efficiency
53 and some of the contents of the sector you are currently occupying.
55 Since the <ROUTE> can be specified in the command line,
56 simple movements are often typed as a single line, such as:
57 .EX move m 2,0 20 jjjh
58 Or some movements may be done partly on the command line and partly
63 10% gold mine with 3 civilians.
67 You may also simply specify the destination sector.
69 empire will set the path to be the cheapest path (in terms of
70 mobility) from the current sector to the destination sector,
71 if such a path exists.
76 The \*Qmap\*U command will give you a
77 map surrounding the current position.
78 You can also supply additional parameters:
79 .EX <32.3: g 6,2> m # ls
81 is equivalent to a \*Qmap\*U command, like
86 In order to move something (other than mil) out of a sector, you must have
87 military control of the sector. Military control is defined as having mil in
88 the sector equal to at least 1/10th the number of unconverted civilians there.
89 Units count as if they were straight mil, i.e. a 100% unit that contained 50
90 mil would count as 50 mil for the purposes of control)
93 See \*Qinfo Mobility\*U for a description of how much mobility it costs to
97 Note that while moving, you might hit mines. The more stuff you're
98 moving, the greater the chance of setting off any
99 mines in the sectors you move through. See info lmine for more details.
102 Any enemy units on interdiction mission may be triggered by the move
103 (the more you move, the bigger the chance they interdict). The
104 interdiction will damage the goods you are moving, and will also cause
105 some damage to the sector you were moving into.
107 .L "Unhappy civilians"
109 Also, when moving unhappy civilians (work percentage less than 100%),
110 unhappiness is contagious. The work percentage of the
111 destination sector is computed by averaging the incoming civ's happiness
112 with the happiness of the civs already there. For example, say you move
113 100 civs with work percentage of 0% into a sector with 100 fully happy
114 civilians (100% work). The work would be:
116 ((migrants * their work) + (people at dest * their work) / (total civs)
117 ((100 * 0%) + (100 * 100%)) / (100+100) = 100/200 = 50%
120 If a sector is infected with the plague, then anything moved out of
121 the sector will infect the sector that it moves into. Note that
122 sectors moved through will not catch the plague.
124 .SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Moving, Transportation"