Movement
Real routes, traveled in real time.
| DOMAIN | ROUTE LOGIC | FALLBACK / SPECIAL RULE |
|---|---|---|
| GROUND | Follows the real road network | Falls back to a straight line if no road route is found |
| NAVAL | Straight line in open water; routes around land otherwise | Target must be open water or within ~30 km of it (covers coastal ports) |
| AIR | Dead-straight 3D line with a climb/cruise/descend altitude ramp | Can't be given an ordinary move order at all — see below |
MOVEMENT ISN'T INSTANT
A stack physically travels its computed path in real time, at the speed of its slowest unit, scaled with the game's overall time-acceleration setting. Giving a new move order mid-transit simply cancels the old one and starts fresh from the current position — there's no order queue. Combat never stops a move; a stack that's being hit slows down instead (see Moving & Suppression).
PATROLS
A patrol is a route of two or more waypoints that a stack keeps driving, sailing or flying on its own. A closed patrol loops from the last waypoint back to the first; an open one goes back and forth between the ends. The preview shows the real route and timing before you confirm. Any other move order — or a route that fails — ends the patrol.
