STOP

Interrupt a command left running at the end of a turn. Must be the first order queued for a unit.

For example, suppose on day 28 a unit begins an explore command. Explore takes seven days, so as of the end of the turn, it will still have four days left before it completes. The order template for the unit will list the executing command:

unit 5499  # Osswid
   # > explore (executing for four more days)

The player may interrupt this command with the stop order, and begin unit 5499 executing a new set of orders (say, beginning with a move) on day 1 of the next turn:

unit 5499  # Osswid
   # > explore (executing for four more days)
   stop
   move
   ...

(Remember that `#' begins a comment in the orders, from the `#' to the end of the line).

The stop order will interrupt the executing explore before day 1 begins on the next turn. Some commands, such as collect, will give partial results; the unit will have whatever it has already collected. Other orders, such as explore, give no partial benefit, and the three days already invested in exploration will be wasted.

If a character executing a move order is interrupted with stop, the character will return to the original location, as if no travel had taken place.