info/Mobility: Belatedly remove security unit mobility use

Missed in commit 39884af, v4.3.33.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2017-07-22 11:41:45 +02:00
parent 1fd4199b8a
commit 82e61187ed

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@ -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").