diff --git a/info/Mobility.t b/info/Mobility.t index 9ef77c8a..11293aec 100644 --- a/info/Mobility.t +++ b/info/Mobility.t @@ -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"