User Guide

84
MOVEMENT
There are two basic methods of moving units a square or two at a time: by keyboard
commands or (if you have enabled mouse movement) by mouse clicks. The keyboard
method uses the eight edge keys of the numeric keypad. The
5
key in the center is
inactive; think of it as your unit’s position. The keys surrounding the
5
represent the points
of a compass. For example pressing
7
sends your unit northwest, while pressing
6
sends
your unit east.
The mouse method involves placing your mouse cursor near the edge of the unit in the
direction you want it to travel. When the cursor turns into an arrow pointing in the
appropriate direction, click the left mouse button to make the unit move. Note that this
method works only if you turn on the MOVE UNITS W/ MOUSE optioninGAME OPTIONS. You can
also use the GOTO order to send a unit over long distances, as we explain in detail under
GoTo Orders.
Units can move up to the limit of their movement factors, with a few caveats. The most
important exception is that a unit can always move at least one square in a turn, regardless
of the movement point cost of the terrain. Are we saying a unit can always move? Not quite.
An enemy unit or city’s presence can hamstring any unit with the zone of control restriction,
as you’ll see in a moment. There are other, common-sense restrictions on where units can
move and where they can’t, which are elaborated under Movement Restrictions.
Back to movement factors. A unit with a movement factor greater than one must
compare its movement factor with the movement point cost of the terrain square you wish
it to enter. The unit pays the movement point cost (subtracts the movement point cost from
its remaining movement factor) for each new square it enters, until you choose to stop
advancing, or the unit’s movement factor is smaller than the movement point cost of the
terrain square. There’s a small chance that a unit can enter a square, even if its movement
factor is lower than the movement point cost of the terrain, which is why sometimes
Chariots can cross Mountains squares, and sometimes they can’t. When an army is unable
to complete a movement order because it doesn’t have enough movement points to
proceed, its movement is finished for the turn. The map then centers on the next active
unit.
Roads and railroads speed the movement of ground units. They do this by lowering the
movement point cost of the terrain over which they are built. Any terrain square with a road
across it costs just one-third of a movement point to cross. Any terrain square with a
railroad costs no movement points to cross zero! Cities automatically have roads in their
city squares, so entering a city square always costs one-third of a movement point. Once
your civilization discovers the Railroad advance, city squares are automatically upgraded
to railroads, so your units can slide through them for free.
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