Update for recent mobility cost changes. Document minimum costs and
land unit penalty in newly taken sectors. Spelling fixes.
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@ -40,8 +40,8 @@ Fortifying a land unit ("dig in") costs one point of mobility per
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point of fortification. An engineer cuts the mobility cost by one
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third. See "info fortify".
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4. Converting civs
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Security units are charged 10 mobility every time civs are converted
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4. Converting civilians
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Security units are charged 10 mobility every time civilians are converted
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in a sector they are in.
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5. Laying mines
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@ -72,6 +72,9 @@ land units only pay mobility to move "to" the attacked sector; they
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return to their start sector for free. Land units on "reserve"
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mission only pay half the mobility cost to react.
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Marching through newly taken sectors (not old-owned, no mobility)
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costs extra mobility equivalent to a path cost of 0.2.
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Note that the efficiency of a land unit does not affect the mobility
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costs it pays to march, unless the unit is a supply unit. Then the
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mobility costs are proportional to the efficiency of the unit.
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@ -125,7 +128,7 @@ See "info Attacking" for the mobility cost to board a ship from a ship.
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4. Navigating and retreating
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The mobility cost for a ship to navigate or retreat is:
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(sectors travelled) * 480 / (ship speed)
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(sectors traveled) * 480 / (ship speed)
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where
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ship speed = (base speed) * (1 + (tech factor))
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base speed = max(0.01, efficiency * speed)
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@ -139,16 +142,16 @@ that its efficiency goes down (see "info Damage").
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-- Sectors --
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Sectors are charged mobility for the following actions:
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1. Converting civs
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Each civ converted costs 0.2 mobility.
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1. Converting civilians
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Each civilian converted costs 0.2 mobility.
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2. Shooting civs & uws
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The mobility cost to shoot civs or uws is
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2. Shooting civilians & uws
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The mobility cost to shoot civilians or uws is
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(number shot + 4) / 5
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3. Enlisting mil
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The mobility cost for enlisting mil depends on what fraction of the
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civs present you are enlisting:
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3. Enlisting military
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The mobility cost for enlisting military depends on what fraction of the
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civilians present you are enlisting:
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(new mobility) = (old mobility) * (1 - newmil / civs)
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4. Fighting
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@ -169,10 +172,6 @@ mobility left in the sector.
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The exact formula is:
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mob cost = (amount) * (weight) * (path cost) / (source packing bonus)
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If the movement happened at the update, then the cost is:
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delivery cost = (mob cost) / 4
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distribute cost = (mob cost) / (10 * (destination packing bonus))
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Weight
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Each commodity has a weight:
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bar 50
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@ -198,21 +197,28 @@ other 10 1 1
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Path Cost
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The path cost is the cumulative mobility cost of moving through each
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sector in the path. The cost to enter a sector is based on the
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sector's type and efficiency. All sectors cost 0.4 to move into when
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they have a 0% road factor, except for mountains which cost 5.0 at 0%.
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The mobility cost to move into a sector goes down linearly as the
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road efficiency increases. This represents the construction of roads.
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sector's type and efficiency.
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You can also build railways to make the moving of trains faster. When
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marching trains about, the rail factor is used. Otherwise, the road
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factor is used.
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Sectors typically cost 0.4 at 0% efficiency, and 0.2 at 100%.
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Efficient highways cost less, and mountains cost much more. See "show
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sect stats" for the exact numbers.
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See "info improve" for more information on improving the efficiency
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ratings of your sectors, and see "info sinfrastructure" for information
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on showing the infrastructure of your sectors.
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Road infrastructure, if enabled, allows you to construct roads in
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sectors and thus decrease their mobility cost by up to 90%.
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Railway infrastructure, if enabled, decreases mobility cost by up to
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99%, but only for marching trains.
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See "info improve" for more information on improving the
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infrastructure efficiency ratings of your sectors, and see "info
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sinfrastructure" for information on showing the infrastructure of your
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sectors.
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See "info Infrastructure" for more general information on Infrastructure.
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In any case, the sector mobility cost is at least 0.001, except for
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marching land units, where it is at least 0.02.
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Update mobility bonus
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Commodities get moved at the update through delivery and distribution.
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All goods moved this way get their mob cost divided by 4 for deliver,
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@ -232,4 +238,4 @@ When a sector is shelled, its mobility goes down in exactly the same
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way that efficiency goes down (see "info Damage").
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.fi
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.SA "Sectors, Ships, LandUnits, Planes, Transportation"
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.SA "Sectors, Infrastructure, Ships, LandUnits, Planes, Transportation"
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