Movement rules

SuperJuiceMaster

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During my by now about 35 hours of Civ 7 I've been trying to figure out precisely how movement works in this game, sometimes by googling, but I'm still not quite sure. If the Civilopedia offers an explanation, I haven't found it.

Rivers, both navigable and not, consistently stop movement. However, vegetation seems to stop (or perhaps reduce movement) sometimes, while other times it does not. Rough terrain, likewise, sometimes seems to stop movement, sometimes not. The same seems to go for embarking.

I haven't found any clue as to what might explain these apparent inconsistencies. Maybe it's just me who doesn't see the obvious. Can someone explain?
 
Rough terrain, vegetated terrain and embarking stop movement, unless the unit is a scout or packed army commander. There's also an army commander promotion that allows units inside it's range to ignore vegetated or rough terrain.

Note: I'm not sure embarking works exactly the same as rough and vegetated terrain.
 
Rough terrain, vegetated terrain and embarking stop movement, unless the unit is a scout or packed army commander. There's also an army commander promotion that allows units inside it's range to ignore vegetated or rough terrain.

Note: I'm not sure embarking works exactly the same as rough and vegetated terrain.
Embarking stops the Scout too, and without any promotion Army Commanders behave the same as normal Units, except that they have 1 more Movement point when packed.

So the Scout is not slowed by Rough / Vegetated, but is stopped by Wet, River and Navigable River.
 
It’s the same as previous civs, rough terrain replaces hills and vegetated replaces forest. So if you move into these terrains it takes the remainder of your points, unless you are a scout or commander.

Best bet is always move first onto flat and then into rough/vegetated to get both moves. Same for rivers and embarking, they take up all remaining movement points.
 
I'm pretty sure I've moved through and beyond vegetation with infantry, and I don't remember having picked any commander promotions which would allow me to do that. I think I've also seen my scouts not being stopped by embarking. Maybe my mind is just playing tricks on me. I might be consfused because I have a lot of hours in Civ Rev and Civ 6, but in no other Civ games, so certain tiles stopping movement entirely is new to me. I'm checking later tonight.
 
There are also modifiers. Tubman eliminates Vegetation from ending movement. The Egyptians have a Civic Mastery that eliminates small rivers from ending movement. The Marya elephant unit ignores Zone of Control, which ends movement.

Also, it's not like 6 where those tiles just cost 2 movement, so you could go past them with a fast enough unit. Now they just end movement. Important distinction
 
I'm pretty sure I've moved through and beyond vegetation with infantry, and I don't remember having picked any commander promotions which would allow me to do that.

I believe wet terrain doesn't stop movement, and some wet terrain (e.g. mangrove) may appear a lot like vegetated terrain.

I think I've also seen my scouts not being stopped by embarking.

I'm pretty sure I've seen this myself as well. Would have to check though, I'm about to enter the Exploration Age so I'll have plenty of opportunities to observe it tomorrow.
 
It's funny because right after you wrote that I played, and as I was moving into wet terrain with either an immortal or an archer, I was thinking about your post. I was not stopped by the wet terrain. I don't suppose only scouts are stopped by wet terrain. Wouldn't make sense.

There seem to be a lot of differing experiences in this thread on something that should be quite straightforward. I wonder why that it is. Is it possible that the movement system is just inconsistent?
 
Check for Roads, too.

As far as I can tell, the rules are:

Stop when Embarking, Disembarking, and entering a Minor River, Wet, Vegetated, or Rough tile.
Scouts ignore Vegetated and Rough.
Scouts and Commanders ignore Embarking and Disembarking.
Roads remove all the above restrictions.
 
Mmmhhh... I can say the one I tested was in Tundra.
(some time later...)
It seems to depend on the Biome of the Wet feature. On Tundra and Tropical, end of movement for the Scout, on Desert and Plains it does not. I don't have Grassland Wet terrain to test.
No Road anywhere.
Scout definitevely end their movement on a River or Navigable River.
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[Edit] Also, a brand new Army Commander withou any Promotion (well, a Legatus, but that doesn't change anything) is stopped by Rivers and Navigable Rivers too.
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Now that I am at it... Mangrove is harder to screenshot a path through it.
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I've had one case of the Oasis seemingly stopping the movement, but that is because there is in fact a Slinger (from an Ally) hidden on the arrival tile (5).
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It’s the same as previous civs, rough terrain replaces hills and vegetated replaces forest. So if you move into these terrains it takes the remainder of your points, unless you are a scout or commander.

Best bet is always move first onto flat and then into rough/vegetated to get both moves. Same for rivers and embarking, they take up all remaining movement points.
This is false.

Previous Civs did not have this rule. In Civ 6, the rule was you had to expend "more" movement points to enter a rough terrain/terrain with feature, and you couldn't if you had insufficient moves (bar being able to enter one if you had full movement points).

In Civ 5, the rule was the same, but you were able to enter that tile if you had say 1 movement.

I believe the current rule is that any rough terrain or featur eterrain just finishes your turn barring exemptions.
 
I believe the current rule is that any rough terrain or featur eterrain just finishes your turn barring exemptions.
This can be seen by missionaries. Even when they have 8 movement points, end when entering a rough terrain tile. Id rather they just cost more points, rather than take all points. Would make missionaries at least, less annoying to use.

I do wish roads provided more movement than without. Most of the time the feel useless, unless they just happened to go over a tile that would end your movement.
 
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