The movement system in Rising Empires 2 is built around the idea that simple footmen will be able to move 1 sector in easy terrain each turn. Of course, with rivers and roads, abilities and magic this will differ. But the basis is the same, a simple footmen is able to move 1 sector each turn as long as he keep away from dark forests and narrow tunnel corridors. The maximum amount of sectors an army can move in a single turn is three, 1 sector for each of the 3 movement phases.
Each army has three variables that define how quickly it can move; movement points, movement regeneration and maximum movement. The values of these depend on the companies attached to the army.
Movement points are the number of available movement capacity an army has. As long as an army has a positive amount of movement points it will be able to move to a new sector. The movement points of an army can be negative (for example when a army with footmen enter a tiny tunnelled corridor).
Movement regeneration is how many new movement points an army receives each new turn. The movement regeneration of an army is equal to the lowest individual movement regeneration of the companies attached to the army.
Maximum movement is the maximum number of movement points an army can store when it’s not moving around (for example a garrisoned army that stand still for several turns in a row). The maximum movement of an army is equal to the lowest individual maximum movement of the companies attached to the army.
List of basic values for different transportation modes:
|Transportation mode:||Movement regeneration:||Maximum movement:|
Movement costs for different terrain types
List of cost in movement points to enter different terrain types:
|Enter cave opening||20|
|Tiny tunelled corridors||40|
Flying armies (all companies in the army must be able to fly) only need to pay 10 movement points when entering all terrain types except for corridors. In corridors they must land and walk through for the normal cost in movement points.
When the required technology has been completed by an empire they will be able to build roads inside their territorial borders. All sectors within sight range of empire settlements are considered as the territorial border of that empire. As an empire advance in its engineering skills it will be able to upgrade its roads to even better standards. Although roads cost maintenance they can be used to connect all major cities in an empire in order to speed up movement inside the empire.
Roads decrease how much movement points it cost to enter a sector. Flying armies do not make use of roads except when they travel through corridors. The effects of roads are calculated before the effect of rivers (See Rivers below for more details).
List of roads and how much they decrease terrain costs:
|Road level:||Decrease in movement cost:|
If a sector also has a river that pass through it will affect the movement cost of entering that sector.
For all standard armies the cost in movement points to enter a river sector is doubled. For example, to enter a forest sector with a river cost 40 movement points. If the sector also has a level 1 road it will only cost 34 movement points.
For amphibious armies it’s much easier to travel in river sectors than non-river sectors. A river negates the penalty amphibious armies’ gets when moving on land. For example, to enter a forest sector with a river will only cost 20 movement points for an amphibious army. If the sector also has a level 1 road it will only cost 17 movement points.
There is one exception to the above rules. Rivers in tunnelled corridors do not affect the movement cost of entering the sector.
All armies have an initiative value. This value ranges from 1 (incredibly uncommon) to 100 for the very large and slow armies. A good (low) initiative can be very useful when your armies face enemy armies. During each of the three movement phases the movement of all armies is ordered after their initiative. An army with a lower initiative will always move before an army with a high initiative.
Standard footmen on plains, starts with maximum movement points (20):
On turn 1 the army will move 2 sectors for the cost of 20 movement points, each day thereafter it will move 1 additional sector (it regenerates 10 movement points which it also cost to enter a plains sector. In 5 turns it will move a total of 6 sectors.
Standard footmen in a forest, starts with maximum movement points (20):
On turn 1 the army will move 1 sector for the cost of 20 movement points. On turn 2 it will regenerate 10 movement points and move 1 additional sector (it will end turn 2 with -10 movement points). Turn 3 it will not move (it now has 0 movement points). Turn 4 it will again reach a positive amount of movement points and will move 1 additional sector (it will end turn 4 with -10 movement points). In 5 turns it will move a total of 3 sectors.
Standard footmen on plains with a level 1 road, starts with maximum movement points (20):
On turn 1 the army will move 3 sectors for the cost of 21 movement points. On turn 2 it will regenerate 10 movement points (it now has 9) and will be able to move 2 sectors for a cost of 14 movement points (it ends the turn with -5). On turn 3 it will only move 1 sector (it ends the turn with -2). On turn 4 it will move 2 sectors (it ends the turn with -6) and it will move 1 additional sector on turn 5. In 5 turns it will move 9 sectors.