MOVE <direction or destination> [...] time: varies priority: 2
Travel in the indicated direction, or to the specified location. If a location is specified, there must be a direct route to it from the character's current location.
Compass points may be abbreviated: `n
', `s
', `e
',
`w
'. Units may also move out
of a sublocation to the
surrounding province or location.
Visible routes leaving each province are listed in the turn report.
For example:
Routes leaving Plain [cw04]: North, to Ocean [cv04], South Sea, 1 day East, to Plain [cw05], 7 days South, to Plain [cx04], 7 days West, to Plain [cw03], 7 days
The following would be valid move commands from the example province:
move e -or- move cw05 -or- move east move s -or- move cx04 -or- move south move w -or- move cw03 -or- move west
Note that move
cannot be used to enter the ocean region [cv04].
The character would need to issue the sail
order as captain of a
ship to move north into the South Sea.
Route distances are rated in the number of days it would normally take a lightly loaded character, walking, to traverse them. Actual travel times may differ from the rated times.
Characters overloaded with belongings will make slower progress. Horses usually speed progress, but over especially rough or treacherous terrain, they may actually slow travel because they must be led and managed.
Inventory is considered for the stack as a whole. For instance, if one character possesses enough horses for every member of the stack, the stack may ride. Similarly, if one character is badly overloaded, but other characters have extra carrying capacity, they will assist their stackmate. Distribution of goods between units within a stack is irrelevant to movement.
The units stacked beneath a moving character will move with the stack
leader. If the unit issuing move
is stacked beneath another
character, he will first automatically unstack before movement begins.
For example:
Seen here: Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
If Osswid issues a move
order, Feasel will go with Osswid. If
Feasel issues a move
order, however, Feasel would first unstack
from Osswid before beginning travel.
Multiple destinations or destinations may be given as arguments to
the move
order. If the first fails, the next will be tried, until
a passable route is found, or move
runs out of arguments.
For example, `
' would first try to move north. If travel
north was not possible for any reason, east would next be tried, then
west. In this way exploring units can attempt to deal with the case of
running into an impassable province or a coast.
move
n e w
Stacks with large numbers of figures relative to the number of nobles travel slower. A movement penalty of:
delay = number of figures / (number of nobles * 10)is imposed for stack movement. For example, a stack with one noble and 9 peasants will move in the rated time. A stack with 10 peasants and one noble will take an extra day to move. A stack with 40 peasants and 2 nobles will take two extra days, etc. A figure is either a man or something that fights, but does not include beasts without combat attack or defense values.
The additional delay is capped at a maximum of twice the original route distance.