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
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.
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:
+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
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, Transportation"