Ship Movement
Ship movement in MOO has always been a bit of a mystery to me. I struggled to gauge the distance between planets leading to many frustrations. Does MOO understand the Pythagorean theorem for measuring diagonals or does it just use a set figure like 1.5 as in Civ or some other method altogether? Of course early scouts help but can you reach that next planet outside scout range after settling closer? And can that other race reach that planet or even you? How do players do it â naked eye, ruler, captured image? So I decided to check it out. Before I lay out the rules, a puzzle for you. In this picture before any tech discoveries which human scout (warp 1) on the left will reach the yellow planet of Morrig on the right first?
![[Image: attachment.php?attachmentid=813&stc=1]](http://www.realmsbeyond.net/forums/attachment.php?attachmentid=813&stc=1)
Basics
For ship movement, galaxy size does not matter. The galaxy is built on a co-ordinate system (x,y where x is W-E, y is N-S) where the size of a parsec in points of the co-ordinate system is fixed. When I looked at co-ordinates of planets and ships moving between them in the savefile, I quickly saw that the maximum movement in one direction, when travelling at an acute angle, was 9 points. Also I could see that in addition to 9 points in one direction (say W-E), you could at the same time move a few points in the opposite axis (N-S). In fact it looks like MOO fully understands the Pythagorean theorem because I was able to build the following rules for a one turn of movement at warp 1:
1. You can move up to 9,4 (distance 9.849) any direction any multiple of times
2. You can move up to 8,5 (distance 9.434) any direction any multiple of times
3. You can move up to 7,7 (distance 9.899) any direction any multiple of times
Since a destination at 9,5 (distance 10.296) or 8,6 (distance 10) could not be travelled in one turn the formula used seemed fair, only dogged by the rounding down. However this was not the full story, but meanwhile how is our race to Morrig going, 4 turns in:
![[Image: attachment.php?attachmentid=814&stc=1]](http://www.realmsbeyond.net/forums/attachment.php?attachmentid=814&stc=1)
Still confident about the result? Or do you want the second scoutâs engine tested?
Diagonal boost
Although you cannot reach a destination at 9,5 or 8,6 in one turn, you can travel these distances during longer travels. So my estimate for amended rules for one turn of movement in a journey of multiple turns:
[Edit] See PS for updated chart which is more accurate & more clear.
1a. If the greater turn movement W-E or N-S is 9 points then you can move one turn of 9,5 for any number of turns of 9,4 or 4 turns of 9,5 for each turn of 8,5.
2a. If the greater turn movement W-E or N-S is 8 points then you can move one turn of 8,6 for each 5 turns of 8,5 or 9 turns of 8,6 for each turn of 7,6.
3a. You can move 7,7 (distance 9.899) any direction any multiple of times.
Although individual turns can move greater than 10 points most journeyâs average move is less but there are exceptions - eg. 44,25 in 5 turns via 4 x 9,5 + 1 x 8,5 is average 10.12 points per turn. Still seems a reasonably fair formula subject to rounding and the odd journey sneaking over 10 points per turn. However there was more which takes us back to our race. Have you decided? Well these were the journey times at the start:
![[Image: attachment.php?attachmentid=815&stc=1]](http://www.realmsbeyond.net/forums/attachment.php?attachmentid=815&stc=1)
Slipstream
So the second placed scout will overtake the nearer one and finish a turn earlier! The distances are 75,1 (distance 75.007) for the near scout and 88,0 for the far scout. So how can one scout travel 88 points faster than another can travel 75.007? Well apparently if you are exactly on the horizontal or vertical axis with your destination you can move at 11 points per turn! It is not actually quite that simple since the near scout moves 11 points its first turn only despite not being exactly on an axis. It appears you can move 11 points at very acute angles if the distance is large enough. I think journeyâs exactly on an axis are very rare but be aware they can speed you up noticeably. Acute angles are more a possibility but you need long distances to benefit.
Warp speed & transports
I did not do any thorough checking of differences at higher speeds but ran a couple of tests. I believe warp 2 is simply twice warp 1 but do not quote me! I did quickly check those transport slowdowns at the Altair nebula in Imperium 13. Apparently transports at warp 1 in a nebula slow from the usual 9 points per turn to 4 points per turn, allowing 4,2 or 3,3 on individual turns. What slouches!
So there we have it. I still cannot judge distance but now I know why it is so hard â rounding down, boosted diagonal turns and the exceptional axis alignment slipstream!
[Edit]
PS. It might be easier to see this in diagrams or pictures.
![[Image: attachment.php?attachmentid=816&stc=1]](http://www.realmsbeyond.net/forums/attachment.php?attachmentid=816&stc=1)
Note I show North as positive movement, as usual, but game has 0,0 in top left NW corner and East & South are positive while West & North are negative in game co-ordinates.
![[Image: attachment.php?attachmentid=817&stc=1]](http://www.realmsbeyond.net/forums/attachment.php?attachmentid=817&stc=1)
So the greatest distance per turn is exactly N/E/S/W (0/90/180/270 degrees) but very rare to be exactly aligned like this. Otherwise distance per parsec increases as angle from horizontal (or from vertical) increases up to about 30 degrees, then reduces back down to past 40 degrees then peaks again at 45 degrees.
Note also that the 5 parsec grid (Alt+M) is actually 50 points wide & high. Since you nearly always travel a maximum of only 45 points in one direction for 5 parsecs it is a little decpetive. It is only really close to accuracy at maximum angled travel ie. at 30 or 45 degrees from horizontal or vertical.
Ship movement in MOO has always been a bit of a mystery to me. I struggled to gauge the distance between planets leading to many frustrations. Does MOO understand the Pythagorean theorem for measuring diagonals or does it just use a set figure like 1.5 as in Civ or some other method altogether? Of course early scouts help but can you reach that next planet outside scout range after settling closer? And can that other race reach that planet or even you? How do players do it â naked eye, ruler, captured image? So I decided to check it out. Before I lay out the rules, a puzzle for you. In this picture before any tech discoveries which human scout (warp 1) on the left will reach the yellow planet of Morrig on the right first?
Basics
For ship movement, galaxy size does not matter. The galaxy is built on a co-ordinate system (x,y where x is W-E, y is N-S) where the size of a parsec in points of the co-ordinate system is fixed. When I looked at co-ordinates of planets and ships moving between them in the savefile, I quickly saw that the maximum movement in one direction, when travelling at an acute angle, was 9 points. Also I could see that in addition to 9 points in one direction (say W-E), you could at the same time move a few points in the opposite axis (N-S). In fact it looks like MOO fully understands the Pythagorean theorem because I was able to build the following rules for a one turn of movement at warp 1:
1. You can move up to 9,4 (distance 9.849) any direction any multiple of times
2. You can move up to 8,5 (distance 9.434) any direction any multiple of times
3. You can move up to 7,7 (distance 9.899) any direction any multiple of times
Since a destination at 9,5 (distance 10.296) or 8,6 (distance 10) could not be travelled in one turn the formula used seemed fair, only dogged by the rounding down. However this was not the full story, but meanwhile how is our race to Morrig going, 4 turns in:
Still confident about the result? Or do you want the second scoutâs engine tested?
Diagonal boost
Although you cannot reach a destination at 9,5 or 8,6 in one turn, you can travel these distances during longer travels. So my estimate for amended rules for one turn of movement in a journey of multiple turns:
[Edit] See PS for updated chart which is more accurate & more clear.
1a. If the greater turn movement W-E or N-S is 9 points then you can move one turn of 9,5 for any number of turns of 9,4 or 4 turns of 9,5 for each turn of 8,5.
2a. If the greater turn movement W-E or N-S is 8 points then you can move one turn of 8,6 for each 5 turns of 8,5 or 9 turns of 8,6 for each turn of 7,6.
3a. You can move 7,7 (distance 9.899) any direction any multiple of times.
Although individual turns can move greater than 10 points most journeyâs average move is less but there are exceptions - eg. 44,25 in 5 turns via 4 x 9,5 + 1 x 8,5 is average 10.12 points per turn. Still seems a reasonably fair formula subject to rounding and the odd journey sneaking over 10 points per turn. However there was more which takes us back to our race. Have you decided? Well these were the journey times at the start:
Slipstream
So the second placed scout will overtake the nearer one and finish a turn earlier! The distances are 75,1 (distance 75.007) for the near scout and 88,0 for the far scout. So how can one scout travel 88 points faster than another can travel 75.007? Well apparently if you are exactly on the horizontal or vertical axis with your destination you can move at 11 points per turn! It is not actually quite that simple since the near scout moves 11 points its first turn only despite not being exactly on an axis. It appears you can move 11 points at very acute angles if the distance is large enough. I think journeyâs exactly on an axis are very rare but be aware they can speed you up noticeably. Acute angles are more a possibility but you need long distances to benefit.
Warp speed & transports
I did not do any thorough checking of differences at higher speeds but ran a couple of tests. I believe warp 2 is simply twice warp 1 but do not quote me! I did quickly check those transport slowdowns at the Altair nebula in Imperium 13. Apparently transports at warp 1 in a nebula slow from the usual 9 points per turn to 4 points per turn, allowing 4,2 or 3,3 on individual turns. What slouches!
So there we have it. I still cannot judge distance but now I know why it is so hard â rounding down, boosted diagonal turns and the exceptional axis alignment slipstream!
[Edit]
PS. It might be easier to see this in diagrams or pictures.
Note I show North as positive movement, as usual, but game has 0,0 in top left NW corner and East & South are positive while West & North are negative in game co-ordinates.
So the greatest distance per turn is exactly N/E/S/W (0/90/180/270 degrees) but very rare to be exactly aligned like this. Otherwise distance per parsec increases as angle from horizontal (or from vertical) increases up to about 30 degrees, then reduces back down to past 40 degrees then peaks again at 45 degrees.
Note also that the 5 parsec grid (Alt+M) is actually 50 points wide & high. Since you nearly always travel a maximum of only 45 points in one direction for 5 parsecs it is a little decpetive. It is only really close to accuracy at maximum angled travel ie. at 30 or 45 degrees from horizontal or vertical.