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move


move direction or destination [...] * time: varies * priority: 2

Travel in the indicated direction, or to the specified location. If a location is specified, there must be a direct route to it from the character's current location.

Compass points may be abbreviated: `n', `s', `e', `w'. Units may also move out of a sublocation to the surrounding province or location.

Visible routes leaving each province are listed in the turn report.

For example:

Routes leaving Plain [cw04]:
   North, to Ocean [cv04], South Sea, 1 day
   East, to Plain [cw05], 7 days
   South, to Plain [cx04], 7 days
   West, to Plain [cw03], 7 days

The following would be valid move commands from the example province:

move e  -or-  move cw05  -or-  move east
move s  -or-  move cx04  -or-  move south
move w  -or-  move cw03  -or-  move west

Note that move cannot be used to enter the ocean region [cv04]. The character would need to issue the sail order as captain of a ship to move north into the South Sea.

Route distances are rated in the number of days it would normally take a lightly loaded character, walking, to traverse them. Actual travel times may differ from the rated times.

Characters overloaded with belongings will make slower progress. Horses usually speed progress, but over especially rough or treacherous terrain, they may actually slow travel because they must be led and managed.

Inventory is considered for the stack as a whole. For instance, if one character possesses enough horses for every member of the stack, the stack may ride. Similarly, if one character is badly overloaded, but other characters have extra carrying capacity, they will assist their stackmate. Distribution of goods between units within a stack is irrelevant to movement.

The units stacked beneath a moving character will move with the stack leader. If the unit issuing move is stacked beneath another character, he will first automatically unstack before movement begins.

For example:

Seen here:
   Osswid the Constructor [5499], accompanied by:
      Feasel the Wicked [502]

If Osswid issues a move order, Feasel will go with Osswid. If Feasel issues a move order, however, Feasel would first unstack from Osswid before beginning travel.

Multiple destinations or destinations may be given as arguments to the move order. If the first fails, the next will be tried, until a passable route is found, or move runs out of arguments.

For example, `move n e w' would first try to move north. If travel north was not possible for any reason, east would next be tried, then west. In this way exploring units can attempt to deal with the case of running into an impassable province or a coast.

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