                                Command : MOVE

 SYNTAX:
   [##:##] Command: move <ITEM> <SECT> <NUMBER> <ROUTE|DESTINATION>

The move command is crucial to Empire; it carries out the movement of  civili-
ans,  military,  ore, guns, shells, food, planes, etc. on land.  Note that you
can only move into sectors that you own, so you cannot take sectors via  move.
To  take  sectors,  use  the  "explore" command, which uses the same syntax as
move.

<ITEM> can be any one of:

                                Command : MOVE

   c       civilians
   m       military
   u       uncompensated workers
   f       food
   g       guns
   s       shells
   p       petrol
   i       iron ore
   d       gold dust
   b       bars of gold
   l       light construction materials
   h       heavy construction materials
   r       radioactive materials

If <SECT> is not provided in the command line, the program  will  request  the
starting  sector then display the number of mobility units in that sector, its
designation, and its coordinates in the form:

                                Command : MOVE

   <97.0: a -6,4>

which indicates 97 mobility  units  in  agribusiness  sector  -6,4.   You  may
respond with any combination of:

   y  for up-left
   u  for up-right               y    u
   g  for left                    \  /
   j  for right               g  --  --  j
   b  for down-left               /  \
   n  for down-right             b    n
   v  for view
   m  for map
   h  for end of movement

The view command shows the sector efficiency and some of the contents  of  the

                                Command : MOVE

sector you are currently occupying.

Since the <ROUTE> can be specified in the command line, simple  movements  are
often typed as a single line, such as:
   [##:##] Command: move m 2,0 20 jjjh
Or some movements may be done partly on the command line and  partly  interac-
tively:
   [##:##] Command: move c 2,2 18 jj

   <32.3: g 6,2> v
   10% gold mine with 3 civilians.
   <32.3: 6,2> h

You may also simply specify the destination sector.  In this case, empire will
set  the  path to be the cheapest path (in terms of mobility) from the current
sector to the destination sector, if such a path exists.

For example,
   [##:##] Command: move c 2,2 18 6,2

                                Command : MOVE

Typical mobility costs are:

    1 mu per 5 civilians
    1 mu per 5 military
    2 mu per 5 uncompensated workers
    2 mu per 5 shells
    2 mu per gun
    4 mu per plane
    1 mu per 5 tons of iron ore
    1 mu per 5 tons of gold dust
   10 mu per bar of gold
    1 mu per 5 tons of food
    1 mu per 5 units of oil
    1 mu per 5 tons of light construction materials
    1 mu per 5 tons of heavy construction materials
    1 mu per 5 tons of radioactive materials

                                Command : MOVE

Mobility is used from the source sector when moving.  Mobility used is a  fac-
tor  of  the  commodity involved, the types of the sector and dist sector, the
efficiency of both, the cost of the path to the distribution sector,  and  the
amount  of  the  commodity.  When the move is finished, move reports the total
mobility used, and the amount of mobility left in the sector.

Weight

Each commodity has a weight. Normally, everything weighs the same,  1,  except
for gold dust, which is 5x as hard to move, uw's, which are 2x, and gold bars,
which are 50x. This is deity-settable, but rarely changes.

Packing

Some sectors are better at moving commodities. This ability is known as  their
packing  factor.  Warehouses are 10x as good as a normal sector at moving any-
thing but people (normal) and bars (5x).  Banks are 4x as good as moving bars.
These  sectors  only get these bonuses for moving items from them to somewhere
else, not moving into the sector. If the sector is less than 60% efficient, it
doesn't get it's packing bonus.

                                Command : MOVE

Path Cost

The path cost is the cumulative mobility cost of moving through each sector in
the  path.  The cost to enter a sector is based on the sector's type and effi-
icency. Most normal sectors cost .4 to enter at 0%, decreasing to 0.2 at 100%.
Roads  start  at  0.2  at  0%, and decrease to 0.01 cost at 100%.  Bridges are
0.2/0.1, wilderness sectors are 0.8/0.4, and mountains are 25.4/12.7  (ouch!).
These  constants  are  deity-settable,  but  rarely changed.  (The most common
change is making bridge spans the same as roads)

Mines

Note that while moving, you might hit mines. The more stuff you're moving, the
greater  the  chance of setting off any mines in the sectors you move through.
See info lmine for more details.

Also, when moving unhappy civilians (work percentage less than 100%), unhappi-
ness is contagious. If you move even 1 unhappy civilian into a sector, the new
sector's work percentage is set to the level of the civilian being  moved,  if
that is less than the existing level.

                                Command : MOVE

However, if the NEW_WORK option is enabled, the work percentage of the  desti-
nation  sector  is computed by averaging the incoming civ's happiness with the
happiness of the civs already there. For example, say you move 100  civs  with
work  percentage  of  0%  into  a  sector with 100 fully happy civilians (100%
work). If NEW_WORK is enabled, the work would be:
   ((migrants * their work) + (people at dest * their  work)  /  (total  civs)
((100 * 0%) + (100 * 100%)) / (100+100) =  100/200 = 50%

See also : navigate, transport, test, explore

