Update for recent mobility cost changes. Document minimum costs and

land unit penalty in newly taken sectors.  Spelling fixes.
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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 point of fortification. An engineer cuts the mobility cost by one
third. See "info fortify". third. See "info fortify".
4. Converting civs 4. Converting civilians
Security units are charged 10 mobility every time civs are converted Security units are charged 10 mobility every time civilians are converted
in a sector they are in. in a sector they are in.
5. Laying mines 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" return to their start sector for free. Land units on "reserve"
mission only pay half the mobility cost to react. 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 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 costs it pays to march, unless the unit is a supply unit. Then the
mobility costs are proportional to the efficiency of the unit. 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 4. Navigating and retreating
The mobility cost for a ship to navigate or retreat is: The mobility cost for a ship to navigate or retreat is:
(sectors travelled) * 480 / (ship speed) (sectors traveled) * 480 / (ship speed)
where where
ship speed = (base speed) * (1 + (tech factor)) ship speed = (base speed) * (1 + (tech factor))
base speed = max(0.01, efficiency * speed) base speed = max(0.01, efficiency * speed)
@ -139,16 +142,16 @@ that its efficiency goes down (see "info Damage").
-- Sectors -- -- Sectors --
Sectors are charged mobility for the following actions: Sectors are charged mobility for the following actions:
1. Converting civs 1. Converting civilians
Each civ converted costs 0.2 mobility. Each civilian converted costs 0.2 mobility.
2. Shooting civs & uws 2. Shooting civilians & uws
The mobility cost to shoot civs or uws is The mobility cost to shoot civilians or uws is
(number shot + 4) / 5 (number shot + 4) / 5
3. Enlisting mil 3. Enlisting military
The mobility cost for enlisting mil depends on what fraction of the The mobility cost for enlisting military depends on what fraction of the
civs present you are enlisting: civilians present you are enlisting:
(new mobility) = (old mobility) * (1 - newmil / civs) (new mobility) = (old mobility) * (1 - newmil / civs)
4. Fighting 4. Fighting
@ -169,10 +172,6 @@ mobility left in the sector.
The exact formula is: The exact formula is:
mob cost = (amount) * (weight) * (path cost) / (source packing bonus) 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 Weight
Each commodity has a weight: Each commodity has a weight:
bar 50 bar 50
@ -198,21 +197,28 @@ other 10 1 1
Path Cost Path Cost
The path cost is the cumulative mobility cost of moving through each 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 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 sector's type and efficiency.
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.
You can also build railways to make the moving of trains faster. When Sectors typically cost 0.4 at 0% efficiency, and 0.2 at 100%.
marching trains about, the rail factor is used. Otherwise, the road Efficient highways cost less, and mountains cost much more. See "show
factor is used. sect stats" for the exact numbers.
See "info improve" for more information on improving the efficiency Road infrastructure, if enabled, allows you to construct roads in
ratings of your sectors, and see "info sinfrastructure" for information sectors and thus decrease their mobility cost by up to 90%.
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. 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 Update mobility bonus
Commodities get moved at the update through delivery and distribution. Commodities get moved at the update through delivery and distribution.
All goods moved this way get their mob cost divided by 4 for deliver, 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"). way that efficiency goes down (see "info Damage").
.fi .fi
.SA "Sectors, Ships, LandUnits, Planes, Transportation" .SA "Sectors, Infrastructure, Ships, LandUnits, Planes, Transportation"