(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
231 lines
8.5 KiB
Perl
231 lines
8.5 KiB
Perl
.TH Concept Mobility
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.NA Mobility "How much mobility stuff costs"
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.LV Expert
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.nf
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Mobility represents the amount of time and energy it takes to do
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something. In "Real Life" a ground offensive takes hours. In Empire,
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it takes less than a second. Now the way Empire *could* work would be
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for you to give your troops "orders" and then wait a "realistic"
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amount of time for them to carry these orders out. But who wants to
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type "nav 15 yh" and then wait 30 minutes for the ship to get there?
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Certainly not you! That's why mobility was invented. Every update,
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all of your units and sectors get more mobility, and that means that
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enough time has passed for you to be able to do more stuff!
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In Empire, four things have mobility: sectors, ships, planes, and land
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units. You can see how much mobility each of these gets every update
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in the output of the "version" command:
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Sectors Ships Planes Units
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Maximum mobility 127 127 127 127
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Max mob gain per update 60 120 90 90
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If the mobility cost for something is a fraction, for example 2.4,
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then there will be a percentage chance that the actual cost is rounded
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up or down. In our example, there would be a 60% chance that 2.4 is
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rounded down to 2 and a 40% chance that it is rounded up to 3.
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-- Land Units --
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Land units are charged mobility for the following actions:
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1. Fighting
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See "info Attacking" for the mobility cost to attack.
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2. Fighting rebels
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For each 2 points of efficiency a land unit looses fighting rebels at
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the update, it looses one point of mobility.
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3. Fortification
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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 civs
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Security units are charged 10 mobility every time civs are converted
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in a sector they are in.
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5. 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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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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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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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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See "Path Cost" below for the path cost formula. Note that reactung
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land units only pay mobility to move "to" the attacked sector; they
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return to their start sector for free. Land units on "reserve"
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mission only pay half the mobility cost to react.
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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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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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-- Planes --
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Plane mobility can never go below -32. Planes are charged mobility
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for the following:
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1. Air combat
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For every two points of damage the plane takes from air combat, the
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plane looses one point of mobility.
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2. Launching satellites
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A satellite is charged one point of mobility for each sector it passes
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over in its launch trajectory.
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3. Flying
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The mobility cost for a plane to fly is:
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5 + (flight cost) * (distance flown) / (max distance plane can fly)
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For excorts and interceptors, the flight cost is:
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10 / (plane efficiency)
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For all other flights, the flight cost is:
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20 / (plane effciiency)
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For planes flying on an air defense mission, this cost is cut in half.
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4. Land mine, pinbombing, a-sat, and nuclear damage
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A land mine, pinpoint bomb, anti-sat missile or nuclear detonation
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will damage the mobility of the plane in exactly the same way that the
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efficiency of the plane is damaged (see "info Damage").
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-- Ships --
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Ships are charged mobility for the following:
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1. Firing a shell
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The mobility cost to fire a shell is 15, unless the NOMOBCOST option
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is enabled in which case ships are charged nothing.
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2. Firing a torpedo
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The cost for a ship to fire a torpedo is one half of the cost for it
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to move one sector.
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3. Boarding a ship from a ship
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See "info Attacking" for the mobility cost to board a ship from a ship.
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4. Navigating and retreating
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The mobility cost for a ship to navigate or retreat is:
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(sectors travelled) * 480 / (ship speed)
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where
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ship speed = (base speed) * (1 + (tech factor))
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base speed = max(0.01, efficiency * speed)
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tech factor = (50 + tech) / (200 + tech)
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5. Shell damage
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When a ship is shelled, its mobility goes down in exactly the same way
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that its efficiency goes down (see "info Damage").
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-- Sectors --
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Sectors are charged mobility for the following actions:
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1. Converting civs
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Each civ converted costs 0.2 mobility.
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2. Shooting civs & uws
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The mobility cost to shoot civs or uws is
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(number shot + 4) / 5
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3. Enlisting mil
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The mobility cost for enlisting mil depends on what fraction of the
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civs present you are enlisting:
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(new mobility) = (old mobility) * (1 - newmil / (starv civs))
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4. Fighting
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See "info Attacking" for the mobility cost of attacking.
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5. Moving commodities
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Sectors move commodities in the "move" and "explore" commands, when
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"supply" is drawn from them, and when they "deliver" and "distribute"
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at the update.
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Mobility is used from the source sector when moving. Mobility used is
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a factor of the commodity involved, the amount of the commodity, the
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types of the sector and dist sector, the efficiency of both, and the
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cost of the path to the destination sector. When the move is
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finished, move reports the total mobility used, and the amount of
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mobility left in the sector.
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The exact formula is:
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mob cost = (amount) * (weight) * (path cost) / (source packing bonus)
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If the movement happened at the update, then the cost is:
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delivery cost = (mob cost) / 4
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distribute cost = (mob cost) / (10 * (destination packing bonus))
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Weight
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Each commodity has a weight:
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bar 50
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gun 10
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rad 8
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dust 5
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uw 2
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other 1
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Packing Bonus
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Some sectors are better at moving certain commodities than
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others. This ability is known as their packing bonus. These sectors
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only get these bonuses for moving items "from" them--not for moving
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items "to" them. If the sector is less than 60% efficient, it doesn't
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get its packing bonus. Here are the packing bonuses:
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warehouse/harbor bank other
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mil 1 1 1
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uw 2 1 1
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civ 10 10 10
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bar 5 4 1
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other 10 1 1
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Path Cost
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The path cost is the cumulative mobility cost of moving through each
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sector in the path. The cost to enter a sector is based on the
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sector's type and efficiency. All sectors cost 0.4 to move into when
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they have a 0% road factor, except for mountains which cost 5.0 at 0%.
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The mobility cost to move into a sector goes down linearly as the
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road efficiency increases. This represents the construction of roads.
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You can also build railways to make the moving of trains faster. When
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marching trains about, the rail factor is used. Otherwise, the road
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factor is used.
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See "info improve" for more information on improving the efficiency
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ratings of your sectors, and see "info sinfrastructure" for information
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on showing the infrastructure of your sectors.
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See "info Infrastructure" for more general information on Infrastructure.
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Update mobility bonus
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Commodities get moved at the update through delivery and distribution.
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All goods moved this way get their mob cost divided by 4 for deliver,
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and 10 for distribute. Furthermore, commodities distributed into a
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harbor or warehouse get the warehouse packing bonus (normally, packing
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bonuses only apply for the type of the source sector and not the type
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of the destination sector). These two bonuses represent the fact that
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moving goods through an established distribution network is more
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efficient.
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6. Transporting planes or nukes
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The weight of a plane is lcm + 2*hcm. The weight of a nuke is the
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number of "lbs" it has (from "show nuke stats").
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7. Shell damage
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When a sector is shelled, its mobility goes down in exactly the same
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way that efficiency goes down (see "info Damage").
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.fi
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.SA "Sectors, Ships, LandUnits, Planes, Transportation"
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