diff --git a/info/Commands/fortify.t b/info/Commands/fortify.t index 9a1e59c5..539f66bc 100644 --- a/info/Commands/fortify.t +++ b/info/Commands/fortify.t @@ -18,7 +18,7 @@ A fully fortified unit is twice as hard to hurt as it normally would be, and is twice as strong on the defense. .s1 Units fortifying in a sector containing an engineering unit -are better at it. Experiment and find out. +are better at it: they get 50% more fortification per mobility. .s1 If a unit moves or retreats, it loses all fortification value. A unit that reacts to defend a sector, on the other hand, does NOT @@ -30,4 +30,12 @@ Note that fortification will not help a unit fight Guerrillas in an occupied sector (see info Guerrilla). Also note that fortifying a unit does not affect it's mission status. .s1 +Units with maximum mobility automatically use further mobility gains +to fortify. For example, when a unit with 120 of 127 mobility gains +60 mobility, its mobility increases to the maximum 127, and it uses 53 +mobility to fortify. +.s1 +Units requiring fuel (if option FUEL is enabled), do not fortify +automatically, as this would burn fuel. +.s1 .SA "bomb, Unit-types, LandUnits" diff --git a/info/Concepts/Mobility.t b/info/Concepts/Mobility.t index 8ace4f23..95dfa4d1 100644 --- a/info/Concepts/Mobility.t +++ b/info/Concepts/Mobility.t @@ -36,8 +36,9 @@ For each 2 points of efficiency a land unit looses fighting rebels at the update, it looses one point of mobility. 3. Fortification -To fortify ("dig in") a land unit costs one point of mobility per -point of fortification. +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