Movement

Use the viewer to move units around the map by selecting individual units, or groups of units, then assigning a path to follow. Once a path is set, a move order can be saved that the unit will use when a turn is being processed by the game server.

A unit can move as far as its movement points allow. Every area a unit passes through has a move cost, and this cost is "paid" with its movement points. So, if a unit has 4 move points at the start of a turn, it will have 2 move points remaining after it moves through an area with a cost of 2. Any areas in a path that exceed a unit's movement points are simply ignored.

Movement is one of the more complex aspects of the game. In general, move your units into areas you want to attack, or move them to defend areas you are worried that someone else might attack. A unit can move along a path until it either runs out of move points, or must stop because of combat.

If you understand this much, you have a good enough grasp to play the game. However, it will be helpful to learn more detail on the movement system. If you are interested, read below.

The game server gathers all move orders together before processing any unit's move path. Then, each path is processed simultaneously, one part at a time. Imagine that the turn is broken up into time segments -- we'll call them "ticks." As ticks pass, the game server checks the path and move points of a unit that is trying to move. If the next area in a unit's path has a move cost for the unit that is equal to the number of ticks that has passed, that unit will then move to the new area. Here is an example of this process:

  1. A player (let's call him Rob) submits a move order for a knight unit. The move order contains a path for the unit.
  2. The knight will be trying to move along a path that contains three areas, all of which are "plains" terrain type. A knight can move through "plains" terrain at a move cost of 2.
  3. The game server gathers the move orders and their paths all together and starts counting ticks.
  4. On the first tick, Rob's knight is checked. It has been one tick, but the cost of advancing along the path for the knight is 2, so nothing happens yet.
  5. Other units and their paths are evaluated, and they move if they can.
  6. On the second tick, Rob's knight is checked again. This time, the game server notices that 2 ticks have passed, and the knight's move cost is 2, so the knight moves to the next area along its path.
  7. This repeats until all units and their paths have finished processing.


There are some situations that can cause a move to stop or fail:

  1. Some spells or skills can kill, freeze, or otherwise prevent a unit from moving.
  2. If a unit encounters another unit that has moved into its path, this could result in combat or other situations (see the combat page for more details).
  3. A unit enters an area not owned by its nation or its ally.


Moving units with transports:
Sometimes you will need to get units across sea areas that cannot move on water. If your nation can build transports, you can use them to carry the units for you. To use transports, you "load" units onto the transport, move the transport, and then "unload" at the destination. There are a couple of rules to keep in mind with transports.

  1. Transports are very weak and should be escorted by naval units to avoid losing them and their passengers.
  2. If you are looking at an area with the viewer, you can only see the contents of your own transport. You won't know what, if anything, is onboard another player's transports.
  3. To board a transport the unit and the transport must start the turn in either the same area or adjacent areas.
  4. Once a unit is unloaded from a transport, it will be unable to move until the next turn.


Main

Play

How to play

Additional info