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 Attack" 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 Attack" 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 Attack" 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, Moving"
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