Update for recent mobility cost changes. Document minimum costs and

land unit penalty in newly taken sectors.  Spelling fixes.
This commit is contained in:
Markus Armbruster 2006-06-18 18:49:00 +00:00
parent cfb6e844d8
commit 5fbd7cdede

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@ -40,8 +40,8 @@ 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
@ -72,6 +72,9 @@ 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.
@ -125,7 +128,7 @@ See "info Attacking" for the mobility cost to board a ship from a ship.
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)
@ -139,16 +142,16 @@ that its efficiency goes down (see "info Damage").
-- 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
@ -169,10 +172,6 @@ mobility left in the sector.
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
@ -198,21 +197,28 @@ other 10 1 1
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.
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.
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.
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.
Road infrastructure, if enabled, allows you to construct roads in
sectors and thus decrease their mobility cost by up to 90%.
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,
@ -232,4 +238,4 @@ When a sector is shelled, its mobility goes down in exactly the same
way that efficiency goes down (see "info Damage").
.fi
.SA "Sectors, Ships, LandUnits, Planes, Transportation"
.SA "Sectors, Infrastructure, Ships, LandUnits, Planes, Transportation"