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#1 | |
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Empereur
Join Date: Nov 2010
Location: France
Posts: 144
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Unit Movement in Civilization V
Unit Movement in Civilization V "E pur si muove!" - Galileo Galilei Introduction Quote:
Hopefully this article will help you to find the reason. Note that this article does not treat of air units which have very specific rules described in the game manual.
Definitions / Abbreviations
Basics Fig. 1: the horseman (4 MP) can only move 3 tiles to the north due to the hills. The Civ V unit movement is based upon following key notions:
In particular, a unit may enter a tile even if its remaining MPs are less than the MC of the (destination) tile. Some moves or actions, like crossing a river, "expend all remaining MPs", hence stopping the unit. Unit MPs, terrain MCs and action costs are listed in the tables at the end of this section. Note that there are many exceptions affecting unit movement, listed in this section. Movement mechanics Let's take a horseman, as shown on the right, and explain how unit movement is computed when the horseman goes north to the hill: starting position: available 4 MP move#1 (-> NE) : spending 1 MP (clear terrain/horses), still remaining 4-1 = 3 MP for further move/action move#2 (-> NE): spending 2 MP (hill), still remaining 3-2 = 1 MP for further move/action move#3 (-> NE): enters hill/forest (although it costs 3 MP), no MP left (unit stops moving) NOTE: When a unit is selected, an information table appears showing Movement, followed by the current amount of movement points available / the starting movement points for the unit. The amount displayed is rounded down, but hovering over the MPs will reveal a tooltip with the exact decimal amount of MPs available. Executing actions Units may also spend MPs to execute actions like embark or fortify, and may combine moves and actions. Note that attacking an enemy is also an action. For example, a catapult (2 MP) may move one tile on a road (0.5 MP), then be set up (1 MP) and still fire on an enemy (using the remaining 0.5 MP). Illegal moves Following movements are not allowed or at least restricted:
Tables ![]() Unit Movement Points
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Action Costs Roads / Railroads / Rivers / Bridges Roads and railroads not only play an economic and production role, they also have a strategic impact by speeding up unit movement within friendly and neutral territory, allowing for fast military deployment in case of invasion. Note that a civilization at war does not gain benefit from roads and railroads in enemy territory; base tile MC is used instead. In Civ V roads and railroads are tile improvements built by workers. Roads can only be built if your civilization has discovered The Wheel. Roads do not cross rivers at the beginning of the game. Bridges will be automatically built and displayed on the map once your civilization has discovered Engineering in the middle age. And later, railroads may only be built if Railroads has been discovered. Note that cities are automatically road (or railroad) tiles as soon as the requested technology has been discovered.
Example: As shown in Fig. 2 on the right, the warrior (2 MPs) may reach the plantation because he first joins the road in the city (1 MP) and then continues one tile on the road "through the horseman" (0.5 MP), ending his movement in the plantation (using the remaining 0.5 MP). Note that the warrior may also reach the forested hill east of the plantation. Stacking / Moving through Units Unit Stacking Unit Stacking refers to the possibility for a player to place ("stack") several units on the same tile. Stacking is very limited in Civ V.
Moving through other units During their movements, units may enter and immediately leave tiles that are occupied by other units, with following restrictions:
Actions Fig. 3: The horseman may attack the archer and then continue his movement. This section lists the actions a unit may execute during its movement phase. Some actions are general, others are unit or domain specific. Action Costs (without bonus/promotion/special ability)
Embark/Disembark Land units may enter a water tile by embarking in boats. Embarked units may exit a water tile and enter a land tile by disembarking. Embarking/disembarking stops moving and is only possible if the unit has the Embarkation promotion. A unit gets this promotion automatically if it stays in its own territory and its Civilization has discovered the Optics. Thus, units outside of their territory when Optics is being discovered, will have to go back to their country before they can embark/disembark. Any friendly territory grants embarkation. Note that an embarked combat unit may attack (an enemy or a city) while trying to disembark. Attack Most units stop moving after an attack. Some units, like horsemen or tanks, "can move after attacking": in that case the cost of an attack is the MC of the enemy's tile, even if the attacker is forced back. Some ranged units may attack several times in a turn (e.g. Chu-Ko-Nu): in that case each ranged attack costs 1 MP. Example: As shown in Fig. 3 on the right, the horseman may attack the persian archer, spending 2 MPs (enemy in a forest) regardless of combat result. Heal/fortify Healing and fortifying units are deferred actions that start at the beginning of next turn. Thus, you may still move a unit after you hit the "heal" or the "fortify" button, but doing so the heal/fortify action is cancelled. Movement Modifiers This section lists the bonuses/penalties affecting unit movement. Promotions / Penalties ![]() Embarkation: Unit can embark into water tiles. ![]() Movement.Mobility II: Helicopter Gunship gains an additional +1 Movement.![]() Scouting II: Scout gains +1 Movement.![]() Logistics: Unit gains 1 additional attack (or capture) per turn, and may move after attacking. ![]() Blitz: Unit may attack (or capture) multiple times in a turn, and may move after attacking. ![]() Woodsman: Unit doubles movement rate through forest and jungle. Aztec Jaguars start with this promotion. (Forest/Jungle on clear terrain: 1 MP, Forest/Jungle on hill: 1.5 MP). ![]() Ignore Terrain Cost: Scouts, Helicopter Gunships, and American Minuteman move through all terrain at a cost of 1 MP per tile. Second Attack: Chinese Chu-Ko-Nu can attack twice in a turn. Free Pillaging: Ottoman Sipahi can pillage tiles without expending MPs. Bonuses in Snow, Tundra, and Hills: Norwegian Ski Infantry doubles movement in snow, tundra, or hill. ![]() ![]() Rough terrain penalty Chariot Archers and War Chariots expend all remaining MPs when they enter rough terrain, i.e. hill, forest or jungle. Wonders Great Lighthouse: +1 Great Wall: Enemy land units must spend 1 additional Policies ![]() Commerce - Naval Tradition : +1 movement for embarked and naval combat units, +1 sight for naval combat units. Unique Units Unique Units having a movement bonus are already listed in this table. Unique Units having a specific promotion are mentioned in the promotion list. Unique Traits England Unique Trait: Sun Never Sets: +2 MPs for all embarked and naval units. Iroquois Unique Trait: The Great Warpath: Units may move through Forest and Jungle tiles as if they were roads when in friendly territory. Persia Unique Trait: Achaemenid Legacy: Golden Ages lasts 50% longer. Units receive a movement bonus (of 1 MP) and a +10% attack and defense strength bonus during a Golden Age. Denmark (DLC) Unique Trait: Viking Fury : Embarked units have +1 movement, moving from sea to land only costs 1 movement point, melee units pay no movement cost to pillage. Inca (DLC) Unique Trait: Great Andean Road - Units ignore terrain costs when moving into any hills. No maintenance costs for improvements in Hills; half cost elsewhere. Mongolia (DLC) Unique Trait: Mongol Terror - Units fighting City States receive a +30% combat bonus. All mounted units receive +1 movement. Fig. 4: The Swordsman and the Archer may swap on the hills. Special Cases Unit swapping You may swap the position of two of your units assuming both have enough MPs to do so. Simply try to move one of the unit to the tile of the second: the move cursor will appear in grey if the permutation is allowed, as shown on the right. NOTE: if a unit is in a deferred action state (e.g. fortified), a red cursor will appear when trying to swap to that unit's position. Cancelling its deferred action will allow for swapping. Units jumping to a non adjacent tile In very few cases units may move directly to non adjacent tiles:
Capturing/Destroying non-combat units A combat unit may capture/destroy an enemy civilian or embarked unit (alone in a hex) by simply entering the tile the enemy occupies: workers and settlers are captured, all others are destroyed (Great Persons, embarked units, work boats):
Other rules impacting movement Movement is only possible if a unit has some MP remaining AND no other rule impedes the movement (or attack) :
Example: As shown in next figure, The French Mech Infantry cannot attack the Mobile SAM directly "through" the Foreign Legion: it has to first move through other units to a free tile (trading post) and to attack from this tile later. Note that it cannot attack in the same turn because of the enemy's zone of control. Spoiler for Fig. 5:
Conclusion Civilization V proposes a somewhat classical unit movement mechanics (for non-air units), modeling terrain effects via movement costs, unit mobility via MPs and integrating unit specific actions that also have a cost. Unit stacking is very limited, specially combat units cannot be stacked. At last, due to the richness of the game there are so many exceptions reflecting the special abilities of each nation, that it may be useful to record all the Civ V banes a player may be confronted to: mobile Greek Cavalry devastating your country or Iroquois warriors unexpectedly cropping up from a wide unknown forest. Patch version of this article: 1.0.1.511
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La victoire en chantant, nous ouvre la barrière, la liberté guide nos pas, [...] http://en.wikipedia.org/wiki/Chant_du_d%C3%A9part Last edited by chrin67; Jan 17, 2012 at 04:41 PM. Reason: added Mongolia Unique Trait |
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#2 |
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Empereur
Join Date: Nov 2010
Location: France
Posts: 144
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reserved
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La victoire en chantant, nous ouvre la barrière, la liberté guide nos pas, [...] http://en.wikipedia.org/wiki/Chant_du_d%C3%A9part Last edited by chrin67; Jan 14, 2012 at 01:04 PM. |
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#3 |
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The Prince of Dorkness
Join Date: Jun 2001
Location: Lawrence, MA, USA
Posts: 498
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Nice write-up, but the placement of some of the pictures was a little awkward.
One thing I thought I’d mention, in regard to attacking through another unit, is that I’ve had a few interesting situations happen when attacking cities. Sometimes, when attacking cities, the computer will move my attacking unit, who is 2 tiles away, directly onto another of my units with the following results: 1) If the original unit hasn't already attacked, then neither will be able to do so until I move one into an adjacent unoccupied tile 2) If the original unit has already attacked then a. If the second unit can capture the city with the attack, it will do so b. If the second unit is unable to capture the city with the attack, it won’t attack and I’ll get the “Move Stacked Unit” message With scenario 2b, I’ve been able to leave my unit in the stacked tile, use another unit in another tile to further weaken the city, and then capture the city with the stacked unit. Last edited by shaglio; Jan 18, 2012 at 07:21 AM. Reason: indentation issues |
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#4 |
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knows
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#5 |
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The Prince of Dorkness
Join Date: Jun 2001
Location: Lawrence, MA, USA
Posts: 498
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I’ll try to recreate this situation when I get home from work, but it’ll take a bit of time to set it up. I’ve never posted a save game or screenshots before, so I may need some help if my trail-and-error method proves fruitless.
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#6 |
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The Prince of Dorkness
Join Date: Jun 2001
Location: Lawrence, MA, USA
Posts: 498
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As you can see below the computer chooses to bring my Swordsman up diagonally 2 tiles to the Iron tile to attack on the next turn:
But, as you can see, the attack occurs from on top of the Horseman on the same turn (note the "Move Stacked Unit" message): I suppose I was wrong about needing to be able to capture the city for this to happen. If I can figure out how to post the save file, I'll edit this post; I'm not very computer savvy ![]() Edit: I think I figured it out: http://forums.civfanatics.com/attach...1&d=1326924783 Last edited by shaglio; Jan 18, 2012 at 03:20 PM. |
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#7 |
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Empereur
Join Date: Nov 2010
Location: France
Posts: 144
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I tested a similar situation with the current CiV V release (see fig.)
Spoiler for fig.:
Indeed it is possible to order to the swordsman to attack the city (right click on the city tile) and although the game displays the right movement path, the swordsman stacks with the horseman and tries to attack (the game asks if "you want to attack anyway" ) BUT there is NO attack if you accept: the unit remains stacked and the game will ask you to "move stacked unit" .So, it is NOT possible to attack through the horseman even if the game UI behaves very curiously. Do you use a Mod ?
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La victoire en chantant, nous ouvre la barrière, la liberté guide nos pas, [...] http://en.wikipedia.org/wiki/Chant_du_d%C3%A9part |
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#8 |
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knows
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i suspect the horse in this instance still had movement points left (allowing you to avoid ending stacked). still interesting that it allows the temporary stacking and attack
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#9 |
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The Prince of Dorkness
Join Date: Jun 2001
Location: Lawrence, MA, USA
Posts: 498
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#10 |
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Chieftain
Join Date: Feb 2012
Posts: 8
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Hello, I have a question related to unit movement which I didn't find in this topc:
my knight (which have 4 MP) sometimes but not allways spend all of his movement points while moving on the hill with forest inside enemy teritory, so, only one tile to move, inside enemy teritory, enemy dosn't have the great wall, knight is not sloved down by ZOC, it's not crossing a river etc etc but it expend all 4 movement points to jump onto a hill with forest or jungle. funny but same thing hapens with tank. anyone can answer this? thanks for exelent guide btw
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#11 | |
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Empereur
Join Date: Nov 2010
Location: France
Posts: 144
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Quote:
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La victoire en chantant, nous ouvre la barrière, la liberté guide nos pas, [...] http://en.wikipedia.org/wiki/Chant_du_d%C3%A9part |
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#12 |
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Chieftain
Join Date: Nov 2010
Posts: 4
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Sometimes I find it hard to notice all the rivers especially near the river start. This could be why it happens to your tank.
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#13 |
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Chieftain
Join Date: Feb 2012
Posts: 8
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#14 |
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Chieftain
Join Date: Nov 2010
Posts: 4
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#15 |
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Chieftain
Join Date: Feb 2012
Posts: 8
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LOL I didn't know that until now,
thanks for helping me! |
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#16 |
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Emperor
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Someone please explain to me why a working boat (I think embarked units have the same issue?) can not move through other units (pic1) while one of my ships can do it easily (pic2)?
![]() ![]() (I neither had open borders (it's not even their territory anyway) from Greece nor from India and I was also not at war with them.)
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#17 |
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Deity
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@FeiLing
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. Cottages! . GP Bulb Techs . Vaporize Stupid PeopleBuild at least 6 cities . Press Ctrl R to turn on resource bubbles . Build 1.5 workers per city . Check F9 Demographics often . Stay near the top in soldiers |
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#18 |
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Emperor
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Thanks, didn't see that.
What is the reasoning behind it though? PS: It always felt like I can not block an AI settler from moving through my units... maybe I have to observe that a bit in the future.
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