![]() Atolls are reef tiles which are deemed normal water tiles, because vessels can navigate in between the reefs. The only obstacles in the sea are islands and Ice - the first ones are land tiles, and subject to relevant rules, while the second ones are impassable (save to Submarines and Nuclear Submarines). Note that Triremes and Galleasses, and also their special substitutes, can never move onto Ocean tiles regardless of your technological advancement (unless you're playing as Polynesia). Also, Astronomy and later Steam Power increase embarked units' base movement points (regardless of which unit is Embarked), allowing them to move much quicker than on land without road systems. You need to research Astronomy to allow Embarked units to enter Ocean tiles, and also unlock the first ship capable of doing the same. Note also that initially all ships and units can only move in water tiles marked as Coast. For the sake of simplicity, storms and reefs aren't included in the game. Moving in water is much easier than on land, in the sense that there are hardly any obstacles. Their MPs increase in later Ages with certain technologies. In the water, all Embarked units have initially only 2 movement points, regardless of how many they have on land. ![]() The process of Embarkation and Disembarkation each ends the unit's move in the current turn. You need to research Sailing to acquire your first ships, and then Optics to allow land units to embark onto water tiles. Initially, you can't move in the sea at all. Also, because Helicopters are not considered Land units, they do not benefit from the Roads/Railroads movement boost. However, for all other purposes (including Embarkation), they are considered land units. They may move through all land features as if they were flat terrain (1 MP) except as airplanes, and they may cross mountains. As such, they have their own movement rules. Helicopter Gunships are special units, which are a hybrid between air units and land units. The end result is that railroads give no improvement over roads for fast units, but provide a "minimum speed" of 10 hexes/turn for slow units. Railroads work much like Roads but have a variable cost depending on the unit's total move speed: Researching Machinery reduces the cost of travelling along a road to 1/3 of a movement point, for an effective speed multiplier of 3x. Also, after you research Engineering, bridges are built automatically wherever Roads cross Rivers, allowing unhindered passage at those points. Initially, Roads negate all above-mentioned movement penalties, reducing the movement cost of moving between hexes using a road to 0.5 movement points. Roads and Railroads greatly ease movement across land. Natural Wonders - They are considered impassable, just like mountains.Oases - Count as normal, flat terrain (normal land movement).Lakes - They count as water tiles, meaning that your units need the Embarkation ability to cross them.Mountains - Normally impassable, except for the Carthaginian military units under certain circumstances, and air units, as well as Helicopter Gunships.Rivers - End the unit's turn if crossed.Certain civilizations' units enjoy special rules for moving through Forests and Jungles. Forests, Jungles and Marshes - Also require 2 movement points to pass.Hills - Require 2 movement points to pass.Many terrain features act as obstacles, as follows: Moving on land is generally much more difficult than moving in the sea. Terrain doesn't actually matter for them what matters is where there are available bases for them to land. Air units can only move from base to base.This is valid for both military and civilian units. Land units move naturally on land, but after researching the Optics technology they gain the Embarkation ability, through which they may also move on Water (see more below).Terrain features play a large role in determining how far the unit can actually move.ĭifferent units have certain domains in which they naturally move: Most mounted and armored units may perform a move after attacking, as long as they have MP left.Pillaging consumes only 1 MP, after which the unit may perform another action.Most actions consume all of a unit's remaining MP, but there are exceptions: Note that all other actions (attacking, building, etc.) require the unit to have at least a fraction of an MP remaining in order to execute them. It is generally assumed that 1 MP allows a unit to move 1 tile, but there are many exceptions - some hinder movement, while others help it. As in every game in the Civilization series, units have Movement Points, or MP ( ), which determine how far (how many tiles) they can move across terrain in 1 turn. Moving is the act of a unit changing its position across the map's tiles. 4 Moving in Another Civilization's Territory.
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