Mobility

Part of the Credit guide

Mobility Mobility adds credits to a system on top of its taxes. In the system's credit breakdown, this line is called Mobility bonus.

Each point of mobility adds 0.1 credits per tick240 credits per hour for every point of workforce.

For example, a system with 20 workforce and 8 mobility gets 20 × 8 × 0.1 credits per tick240 credits per hour = 16 credits per tick38400 credits per hour.

A percentage bonus from a lex or a tradition raises the system's mobility, and this bonus counts all of it. For example, 30 mobility with a +10 % lex is 33, and the bonus counts 33. The credits for each point of mobility stay the same. A system with no mobility of its own gets nothing from a percentage. See How bonuses add up.

A Reflect District or a Business Arch adds its own credits for each point of mobility. Those credits are a separate line, next to this bonus.

Buildings that produce mobility

Building Built on Effect
Orbital Link Orbital Link Habitable Planets +5 Mobility per Industrial Potential
Industrial Spaceport Industrial Spaceport Barren Planets +15 Mobility
Orbital Terminus Orbital Terminus Moons and Asteroids +5 Mobility

Buildings that scale with mobility

Building Built on Effect
Reflect District Reflect District Habitable Planets +25+60,000/h Credit per Mobility

Production, credit, technology, ideology and upkeep amounts are per tick.Production, credit, technology, ideology and upkeep amounts are per hour.

Other sources of mobility

Source Type Effect
Freedom of Movement Lex +20 Mobility
Trade Secrets Lex +10 % Mobility
Aeronautical Tycoon (A.R.K.) Tradition +15 % Mobility

Numbers shown for Flash games. Other speeds: Legacy Tactic