Mobility
Part of the Credit guide
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 tick40 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 tick40 credits per hour = 16 credits per tick6400 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 | Habitable Planets | +1.6 → +8 Mobility per Industrial Potential |
| Industrial Spaceport | Barren Planets | +1.6 → +8 Mobility |
| Space Elevator | Barren Planets | +1.2 → +6 Mobility per Industrial Potential |
| Orbital Terminus | Moons and Asteroids | +1.5 → +7.5 Mobility |
An effect with an arrow runs from the building's first level to its top level.
Buildings that scale with mobility
| Building | Built on | Effect |
|---|---|---|
| Reflect District | Habitable Planets | +2+800/h → +10+4,000/h Credit per Mobility |
| Business Arch | Moons and Asteroids | +1.2+480/h → +6+2,400/h Credit per Mobility |
An effect with an arrow runs from the building's first level to its top level.
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 |