A unit's Movement stat determines how many tiles it can move per turn. Normally, a unit can move the same amount of tiles as their Movement stat, irrespective of the tile they start on. However, this is affected by the terrain you move across, the presence of Roads, as well as some other factors.
A unit may only move once per turn (with the exception being units with both the Dash and Escape skills), even if they had excess movement points.
Notably, two units may never occupy the same tile. If such a situation were to occur, for example when a Super Unit is created in a city with a unit already in it or when a Polytaur is spawned on a tile with a unit already in it, the older unit will be displaced. The direction the unit will be displaced in is predetermined according to this grid.
Field and Ice tiles have a movement cost of 1 (i.e. A unit with 2 movement such as a Rider can move across 2 field tiles), however Forest and Mountain tiles completely block movement. A unit will never be able to cross over Mountain or Forest tiles without roads, even if they had excess movement points.
Shallow water and Ocean tiles have a movement cost of 1.
Units cannot move into unexplored fog of war (Cloud tiles), even if they had excess movement points.
Most land units moving into a port will be turned into Boats and will be unable to perform actions for the rest of that turn, even if they had excess movement points or had not attacked. However, units with the Swim or Fly skills are not affected.
Zone of Control
- A unit not starting adjacent to an enemy unit can move into a tile adjacent to an enemy, but no farther, even if they had excess movement points.
- A unit starting adjacent to an enemy unit can move to another enemy-adjacent tile, but it will lose all movement points. It may also move away to tiles not adjacent to an enemy, suffering no penalties.
This does not prevent units with the Dash skill from attacking after moving, and the Zone of Control goes away when the enemy unit is destroyed.
Units with higher movement stats may be able to move out and then back into Zone of Control, occasionally leading to seemingly impossible but valid movement destinations.
|Rider in above picture can't reach marked tiles because of enemy archer|
|Here rider can’t reach marked tiles because of forest.|
|An enemy hidden by the fog is blocking movement.|
Movement between two tiles with Roads (or a Road and a city) requires only 0.5 moves, ignoring the movement penalty from Forests (it is impossible to place Roads on Mountains) but not Zone of Control. This applies only to Roads in your territory or in neutral territory, but not when moving onto Roads in enemy territory.
Note that the game often misses “longer” paths that require fewer moves due to Roads, so when using elaborate Road systems for Riders and Knights, make sure you have a backup in case your Roads do not work (usually building more Roads). order to utilize bonus movement from roads, you need to place a road where your troop is standing and then on the following tile. City tile works as a road tile.
When calculating movement cost of a tile, the game rounds up - meaning even if you have 0.5 movement points remaining, you can still move onto a tile costing 1 or more movement points. place the unit ends up is irrelevant - you don't need a road at the final tile and movement is not blocked if final tile is an obstacle.
|Rider can reach mountain here.|
|Same goes for starting point - if you're standing on Forest or Mountain tiles, you’ll still be able to move 2 tiles with your rider and 3 with a knight. However, you won’t be able to reach maximum movement of 4/6 since you don’t start on a road.|
|Road on Forest tiles will neutralize movement restriction. However, Roads can't be placed on mountains.|
When playing as Polaris, you can gain access to a special movement bonus unavailable to other tribes: the Polarism tech bonus. This means your units who do not have the Skate skill immediately gain +1 movement upon moving onto an Ice tile. When coupled with Roads, this can allow units to move incredible distances.
|This Catapult only has 1 movement point, but due to Polarism gains an extra move when moving NE, resulting in it being able to cross 2 tiles.
Alternatively if moving SW, the Road allows the catapult to move 2 tiles onto the Ice. However, since Polarism is unlocked, the Catapult then gains another movement point and is allowed to move an additional tile, resulting in a total displacement of 3 tiles - which is impossible to accomplish with any other tribe using direct movement.
|Here, the knight (3 movement) moves up to 7 tiles thanks to Polarism.|
Certain Unit Skills allow for modified movement rules, which can either increase or decrease potential movement of a unit.
- Carry (Boat, Ship, Battleship): These units can freely move across water if technology allows. Moving onto a land tile will make the unit unable to perform actions for the rest of that turn, even if they had excess movement points or had not attacked.
- Swim (Amphibian, Tridention, Crab): These units can move freely across water if technology allows. Movement cost for moving onto land tiles is doubled (i.e. moving onto Field tiles costs 2 movement, moving onto Roads costs 1), but units will still be able to attack afterwards.
- Fly (Baby and Fire Dragon): These units treat every tile as movement cost 1, but are still limited by enemy Zone of Control and Cloud tiles.
- Navigate (Navalon): These units can freely move across water even if the technology for it has not been researched, as well as into cities (but not Villages).
- Skate (Mooni, Battle Sled, Ice Fortress): Movement cost on all Ice tiles is halved, but moving onto a land tile will make the unit unable to perform actions for the rest of that turn, even if they had excess movement points or had not attacked.