info/Mobility: Belatedly remove security unit mobility use
Missed in commit 39884af
, v4.3.33.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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1 changed files with 5 additions and 9 deletions
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@ -40,27 +40,23 @@ 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 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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4. Laying mines
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A land unit is charged one point of mobility for every land mine laid.
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6. Work
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5. Work
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The increase in efficiency depends on mobility used. It costs a 100%
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efficient land unit 6 mobility to raise a sector 1% efficiency. Less
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efficient land units are charged proportionally higher amounts of
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mobility. For example, a 50% land unit would be charged 12 mobility
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to raise the efficiency of a sector by 1%.
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7. Supply
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6. Supply
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When supply is drawn from a supply unit, that unit pays the mobility
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cost to move the goods to the destination sector. That cost is the
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same as it would cost the sector to move the goods using the "move"
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command.
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8. Marching, reacting or retreating
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7. Marching, reacting or retreating
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The mobility cost for a land unit to march, react or retreat is:
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(path cost) * 5 * 480 / (unit speed)
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where
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@ -79,7 +75,7 @@ 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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9. Shell damage
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8. Shell damage
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When a land unit is shelled, its mobility goes down in exactly the
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same way that its efficiency goes down (see "info Damage").
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