diff --git a/info/Mobility.t b/info/Mobility.t index 42db5343..35cfea82 100644 --- a/info/Mobility.t +++ b/info/Mobility.t @@ -40,27 +40,23 @@ 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 civilians -Security units are charged 10 mobility every time civilians are converted -in a sector they are in. - -5. Laying mines +4. Laying mines A land unit is charged one point of mobility for every land mine laid. -6. Work +5. Work The increase in efficiency depends on mobility used. It costs a 100% efficient land unit 6 mobility to raise a sector 1% efficiency. Less efficient land units are charged proportionally higher amounts of mobility. For example, a 50% land unit would be charged 12 mobility to raise the efficiency of a sector by 1%. -7. Supply +6. Supply When supply is drawn from a supply unit, that unit pays the mobility cost to move the goods to the destination sector. That cost is the same as it would cost the sector to move the goods using the "move" command. -8. Marching, reacting or retreating +7. Marching, reacting or retreating The mobility cost for a land unit to march, react or retreat is: (path cost) * 5 * 480 / (unit speed) where @@ -79,7 +75,7 @@ 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. -9. Shell damage +8. Shell damage When a land unit is shelled, its mobility goes down in exactly the same way that its efficiency goes down (see "info Damage").