You can get some strange, but predictable, results by using very high movement points. This is due to the way computers do math and how it handles numbers larger than the field was designed to hold.
If you set the movement rate of a unit to 171 in the RULES.TXT the result is that the unit has a movement allowance of 1/3 point. Every point of movement you add gives the unit and addition one movement allowance. Therefore, a movement rate of 172 creates a unit that can move 1 1/3.
A movement rate of 342 creates a unit that can move 2/3. It follows that a movement rate of 343 creates a unit that can move 1 2/3.
These numbers assume that the road movement multiple in the @COSMIC is set to three.
If you set the movement rate of a unit to 171 in the RULES.TXT the result is that the unit has a movement allowance of 1/3 point. Every point of movement you add gives the unit and addition one movement allowance. Therefore, a movement rate of 172 creates a unit that can move 1 1/3.
A movement rate of 342 creates a unit that can move 2/3. It follows that a movement rate of 343 creates a unit that can move 1 2/3.
These numbers assume that the road movement multiple in the @COSMIC is set to three.
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