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Movement and Pathfinding
From AGEWiki
Understanding Unit Movement in AGE Games
Movement speed of units and stacks in AGE games is calculated using several variables and modifiers.
1. If no RailRoad link exists, the Base Value for movement into a region is established by the terrain, the weather, and the unit "Move Type" moving that turn into the region. These values are located in the several Terrain files, located in \GameData\Terrains.
- a) The value resulting of a particular combination of Terrain, Unit Movement family, and weather is expressed as "days to move into the region"
2. There may be "TransLinks" (Railroads, Major Roads) that can override the movement calculation.
- a) Major Road movement is calculated using the variables found in GameLogic.opt
- b) The resulting calculated move time becomes the Base Value
Example from WIA: // Movement costs of roads and major roads // ******************************************************** terNewRoadCalc = 1 // we blend formulas (or not) terPercCostRealTrack = 050 // coeff to real terrain cost terPercCostRealRoad = 033 // same, roads terPercCostRealMajorRoad = 020 // same, major roads (always directional) terPercCostClearTrack = 150 // coeff to Clear terrain cost terPercCostClearRoad = 100 // same, roads terPercCostClearMajorRoad = 066 // same, major roads (always directional) terPercCostPercUseClear = 050 // We use 50% of the clear terrain cost formula and 50% of the real terrain cost formula (if terNewRoadCalc = 1)
3. There may be "Jump" Links established between the starting region and the destination region that adjust Base Value movement time.
- a) Again, these links are specif for a combination of Move Type and Weather (in the destination region).
- b) "JumpLinks" can adjust the movement by adding positive (e.g. river crossings) or negative (e,g, mountain passes) days to the Base Value.
- c) Some links may even block movement for some (or all) Move Types (e.g. mountain passes or crests in severe winter conditions).
4. The Base Value is then adjusted by the units element "Move Ratio", as described in the models. This value is defined as a percentage of the base movement rate.
5. A unit or stack containing several calculated "Move Ratio/Type" elements will move at the speed of the Slowest element.
6. Units that have a "Home Area" (usually, but not always Militia) suffer a reduction of speed (and other parameters) when not in their defined "Home Area"
- a) This movement speed reduction is 0.66
7. The Base Value is adjusted for Command and Control.
- a) A stack with a Command Penalty percentage moves slower by the % of CP penalty.
- b) A stack with an inactive leader reduces speed up to max Cmd penalty in -MR, depending of MC of region (i.e if in region with 75% MC, you get -25% MR)
8. Some units and leaders have movement abilities that will either decrease or increase the Base Value.
- a) See the Ability tooltips and descriptions
9. National Morale does not affect speed
10. Units Cohesion is also calculated into a movement modifier. The lower the cohesion, the lower the speed
- a) Lose -1/2% speed per 1% of cohesion missing
11. Priority of TransLink over JumpLink: when there is a Trans Link, it takes precedence over a Jump Link which is ignored, except for combat purpose (Trans Link don't have combat effects usually, but jump links, such as rivers, do)
12. Out of Supply reduces speed:
- a) penalty is the value of SuppMovePen entry in models
13. This series of calculations results in the Final Movement Value, used for finding shortest path into the targeted region (PathFinding)