See "info Attacking" for the mobility cost to attack.
2. Fighting rebels
-For each 2 points of efficiency a land unit looses fighting rebels at
-the update, it looses one point of mobility.
+For each 2 points of efficiency a land unit loses fighting rebels at
+the update, it loses one point of mobility.
3. Fortification
Fortifying a land unit ("dig in") costs one point of mobility per
point of fortification. An engineer cuts the mobility cost by one
third. See "info fortify".
-4. Converting civs
-Security units are charged 10 mobility every time civs are converted
+4. Converting civilians
+Security units are charged 10 mobility every time civilians are converted
in a sector they are in.
5. Laying mines
8. Marching, reacting or retreating
The mobility cost for a land unit to march, react or retreat is:
(path cost) * 5 * 480 / (unit speed)
-See "Path Cost" below for the path cost formula. Note that reactung
+where
+ unit speed = speed * (1 + (tech factor))
+ tech factor = (50 + tech) / (200 + tech)
+
+See "Path Cost" below for the path cost formula. Note that reacting
land units only pay mobility to move "to" the attacked sector; they
return to their start sector for free. Land units on "reserve"
mission only pay half the mobility cost to react.
+Marching through newly taken sectors (not old-owned, no mobility)
+costs extra mobility equivalent to a path cost of 0.2.
+
Note that the efficiency of a land unit does not affect the mobility
costs it pays to march, unless the unit is a supply unit. Then the
mobility costs are proportional to the efficiency of the unit.
1. Air combat
For every two points of damage the plane takes from air combat, the
-plane looses one point of mobility.
+plane loses one point of mobility.
2. Launching satellites
A satellite is charged one point of mobility for each sector it passes
The mobility cost for a plane to fly is:
5 + (flight cost) * (distance flown) / (max distance plane can fly)
-For excorts and interceptors, the flight cost is:
+For escorts and interceptors, the flight cost is:
10 / (plane efficiency)
For all other flights, the flight cost is:
- 20 / (plane effciiency)
+ 20 / (plane efficiency)
For planes flying on an air defense mission, this cost is cut in half.
-4. Land mine, pinbombing, a-sat, and nuclear damage
+4. Land mine, pin-bombing, a-sat, and nuclear damage
A land mine, pinpoint bomb, anti-sat missile or nuclear detonation
will damage the mobility of the plane in exactly the same way that the
efficiency of the plane is damaged (see "info Damage").
4. Navigating and retreating
The mobility cost for a ship to navigate or retreat is:
- (sectors travelled) * 480 / (ship speed)
+ (sectors traveled) * 480 / (ship speed)
where
ship speed = (base speed) * (1 + (tech factor))
base speed = max(0.01, efficiency * speed)
-- Sectors --
Sectors are charged mobility for the following actions:
-1. Converting civs
-Each civ converted costs 0.2 mobility.
+1. Converting civilians
+Each civilian converted costs 0.2 mobility.
-2. Shooting civs & uws
-The mobility cost to shoot civs or uws is
+2. Shooting civilians & uws
+The mobility cost to shoot civilians or uws is
(number shot + 4) / 5
-3. Enlisting mil
-The mobility cost for enlisting mil depends on what fraction of the
-civs present you are enlisting:
- (new mobility) = (old mobility) * (1 - newmil / (starv civs))
+3. Enlisting military
+The mobility cost for enlisting military depends on what fraction of the
+civilians present you are enlisting:
+ (new mobility) = (old mobility) * (1 - newmil / civs)
4. Fighting
See "info Attacking" for the mobility cost of attacking.
The exact formula is:
mob cost = (amount) * (weight) * (path cost) / (source packing bonus)
-If the movement happened at the update, then the cost is:
- delivery cost = (mob cost) / 4
- distribute cost = (mob cost) / (10 * (destination packing bonus))
-
Weight
Each commodity has a weight:
bar 50
Path Cost
The path cost is the cumulative mobility cost of moving through each
sector in the path. The cost to enter a sector is based on the
-sector's type and efficiency. All sectors cost 0.4 to move into when
-they have a 0% road factor, except for mountains which cost 5.0 at 0%.
-The mobility cost to move into a sector goes down linearly as the
-road efficiency increases. This represents the construction of roads.
+sector's type and efficiency.
+
+Sectors typically cost 0.4 at 0% efficiency, and 0.2 at 100%.
+Efficient highways cost less, and mountains cost much more. See "show
+sect stats" for the exact numbers.
-You can also build railways to make the moving of trains faster. When
-marching trains about, the rail factor is used. Otherwise, the road
-factor is used.
+Road infrastructure, if enabled, allows you to construct roads in
+sectors and thus decrease their mobility cost by up to 90%.
-See "info improve" for more information on improving the efficiency
-ratings of your sectors, and see "info sinfrastructure" for information
-on showing the infrastructure of your sectors.
+Railway infrastructure, if enabled, decreases mobility cost by up to
+99%, but only for marching trains.
+
+See "info improve" for more information on improving the
+infrastructure efficiency ratings of your sectors, and see "info
+sinfrastructure" for information on showing the infrastructure of your
+sectors.
See "info Infrastructure" for more general information on Infrastructure.
+In any case, the sector mobility cost is at least 0.001, except for
+marching land units, where it is at least 0.02.
+
Update mobility bonus
Commodities get moved at the update through delivery and distribution.
All goods moved this way get their mob cost divided by 4 for deliver,
way that efficiency goes down (see "info Damage").
.fi
-.SA "Sectors, Ships, LandUnits, Planes, Transportation"
+.SA "Sectors, Infrastructure, Ships, LandUnits, Planes, Nukes, Transportation"