Movement allows you to move your units to another location. How far a unit can move each turn on the strategic map depends on MovementSwimmingSeafaringFloatingFlying Movement Points, Terrain, Roads, and Movement Ablities. A unit's Movement Point maximum also matters during combat.

Attacking units which use a retreat hex during a battle lose their remaining movement points on the strategic map.

Terrain Types[edit | edit source]

This page only regards the movement based factors of terrain types. For other uses, see Terrains

The amount of Movement Movement points a unit spends to enter an adjacent hex on the strategic map is determined by summing the base Movement Movement cost of the target hex's Climate with its Terrain Feature modifier. Some unit Abilities can reduce the Movement Movement cost on certain terrain types.

The base Movement Movement cost of any Climate is 4 Movement :

  • 4 Movement Subterranian
  • 4 Movement Arctic
  • 4 Movement Blight
  • 4 Movement Temperate
  • 4 Movement Tropical
  • 4 Movement Volcanic
  • 4 Movement Water (only possible when Frozen)

This cost is modified by the Terrain Feature. These modifiers have the following magnitude:

  • +10Movement (Coastal) Mountains
  • +2 Movement Dirt Cavern Walls (When Tunneling)
  • +2 Movement Wetlands
  • +2 Movement Dense Vegetation
  • +0 Movement Barrens
  • +0 Movement Fertile Plains
  • +0 Movement Lava Pool (Occurs only on Volcanic) (Impassable by Movement without Lava Walking.png Lava Walking)
  • +0 Movement Frozen (Occurs only on Water) (Impassable by Swimming and Seafaring)
  • +0 Movement Water (Impassable by Movement without Swimming or Embarking)

Roads[edit | edit source]

Roads will change the hex's movement cost to 3 Movement (and 3 Floating) regardless of terrain type. They can be placed with a Builder for 5 Gold Gold per hex. The Empire Upgrade Advanced Logistics.png Advanced Logistics reduces Movement cost further to 2 Movement (2 Floating). Roads follow further rules:

  • Roads cannot be built on water, mountains, or cavern walls
  • Building roads through Dense Vegetation costs an additional 5 Gold Gold per hex, and transforms the terrain into Barrens

Bridges[edit | edit source]

Builders can build bridges on water for 60 Gold Gold if the following requirements are met:

  • The water is only 1 hex wide
  • The builder can enter the hex (usually requires Basic Seafaring.png Basic Seafaring and 12 Movement, see below)
  • Both ends of the bridge are clear of mountains, cavern walls, and impassable tiles
  • The water hex is not blocked (by units or when Frozen)
  • It is impossible to build a bridge right next to another bridge

To construct the bridge, select the "Build a Road" option on the builder, and order it to move onto a water tile that meets the above conditions.

An Arch Druid using The Wild Hunt.png The Wild Hunt (or the hero Lardo the Builder equipped with Floating.png Floating or Flying.png Flying) can construct bridges over lava in the same way.

For movement, Bridges count as Roads.

Movement Abilities[edit | edit source]

Movement Abilities define or modify the way a unit moves.

The Basic Movement abilities are:

  • Walking.png Walking Movement enables units to walk on dry land.
  • Lava Walking.png Lava Walking enables Walking.png Walking units to walk Movement on Lava Pools.
  • Swimming.png Swimming Swimming enables units to move over water without Embarking, at the cost of 3 Swimming.
  • Seafaring.png Seafaring Seafaring enables units to move over water, at the cost of 3 Seafaring.
  • Floating.png Floating Floating enables units to move over all hexes except cavern walls at the cost of 4 Floating (water costs 3 Floating), traverse Mountains at the cost of 6 Floating, and float over obstacles such as city walls in combat (like Pass Wall.png Pass Wall). Floating units benefit fully from roads. Overrides other forms of movement except for flying.
  • Flying.png Flying Flying enables units to move over all hexes except cavern walls at the cost of 3 Flying, traverse Mountains at the cost of 5 Flying, fly over obstacles such as city walls in combat (like Pass Wall.png Pass Wall), and ignore all attacks of opportunity except for those at the location of take-off. Flying units do not benefit from roads. Overrides all other forms of movement. Flying.png Lesser Flying does not affect movement on the strategic map.

The following abilities modify Movement Movement cost over certain terrain types:

Floating Movement benefits from many of the Movement Movement Abilities, while Flying Movement does not.

The minimum MovementSwimmingSeafaringFloatingFlying Movement costs possible are:

The following abilities have a special effect:

  • Tunneling.png Tunneling allows units to traverse through Dirt Cavern Walls, transforming them to Barrens
  • Tree Crusher.png Tree Crusher will remove any Dense Vegetation the unit moves through, returning a small amount of gold and transforming the terrain to Barrens

Embarking[edit | edit source]

Units with Walking.png Walking but without Swimming.png Swimming can Embarked.png Embark after Basic Seafaring.png Basic Seafaring is researched.

  • Embarking requires Movement 12 and sets remaining movement to 0 Seafaring
  • Fast Embark.png Fast Embark reduces Movement Movement cost of Embarking to 1 Movement (total)
  • Disembarking always requires 6 Seafaring plus the cost of the target hex; any remaining Seafaring becomes Movement
  • Frigate transports (from Basic Seafaring.png Basic Seafaring) have 21 Seafaring Movement
  • Galleon transports (after Advanced Seafaring.png Advanced Seafaring) have 27 Seafaring Movement
  • Ironclad transports (after Produce Ironclad Warship.png Produce Ironclad Warship as Dreadnought) have 33 Seafaring Movement

Combat Map[edit | edit source]

A unit's movement in tactical combat is based on its maximum Movement Points. Each hex costs:

For example, each combat round a unit might reach:

Actions are handled by dividing a unit's maximum movement range into thirds, mostly rounded down. More movement allows for dramatically more and better actions compared to a slower unit starting from the same position.

Retreating on the tactical map will cause a unit to lose all of its remaining movement points on the strategic map, unless that unit has Guerilla Tactics.png Guerilla Tactics (via Partisan) and has not retreated yet on that turn.

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