movement

   

Clicking on the Move action of a unit will bring up the Move Unit dialogue and place a blue box over the unit you wish to move. Click on the box and trace the path you want the unit to follow. Clicking again recenters the map and places a new blue box on that tile. If you wish to extend the path further, click this second box and draw again. If you wish to correct a portion of the path, click a previous blue box and redraw from that point.

   

In Vox Imperium movement, along with almost all other actions, requires resources. The cost of moving from one square to the next varies with both the type of unit being moved and the terrain that it is being moved on to. In general, offensive units are cheapest to move and ranged units the most expensive. Plains tiles offer the cheapest movement cost, while Mountains cost the most.

Land-based units (Horsemen, Pikemen) can be moved onto water tiles without need of a Dock or other shipbuilding facility. When this is done, the unit’s icon changes to transports. In this state, the unit has its offensive and defensive capabilities severely curtailed and is easy prey for any unit native to the ocean.

This transformation from land to sea carries with it a 3x movement cost penalty, to reflect the changeover. Additionally, this penalty applies to almost all river tiles, making moving and crossing rivers extremely expensive. The movement penalties associated with a particular tile can be viewed by selecting that tile, then opening the Tile Viewer by clicking the ? in the upper right hand corner.

   

Moving along Roads cuts the cost of movement in half, no matter who built the road or in whose territory it lies.

Movement can be accomplished individually or by moving an entire stack of units, as selectable on the Move Unit dialogue. Using collective movement to move through another stack of units will not sweep up these secondary pieces into the collective movement. If any unit in the stack is barred from the terrain you are attempting to move onto (ie, Galleons cannot move onto land), movement ceases for the entire stack.

Stacked units only trigger defensive fire once, no matter how large the stack! Getting close to a fortification is much cheaper when a defensive unit escorts offensive units in, absorbing the hits and shielding the more vulnerable troops.

There is no limit on how many units can be stacked in a single square.

No units except spies can move into a square containing enemy units or buildings.

Units and buildings exert no formal zones of control.