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# Rule 2: Every unit has a "fatigue limit" (represented by the "dots" in the units card). This tells us, how often a unit can be "ordered" to spend the respective movement points per order until it is fatigued. Additionally, you can spend 100training to "force march" the unit. That means, that the unit can be "ordered" again to spend its movement points but it consumes 2 orders instead of one. This can be done as along as you have orders left.  
# Rule 2: Every unit has a "fatigue limit" (represented by the "dots" in the units card). This tells us, how often a unit can be "ordered" to spend the respective movement points per order until it is fatigued. Additionally, you can spend 100training to "force march" the unit. That means, that the unit can be "ordered" again to spend its movement points but it consumes 2 orders instead of one. This can be done as along as you have orders left.  
# Rule 3: Different terrain types cost respective movement points. Flat or neutral coastal/ocean terrain costs 1mp, Hills/Forest/Scrub cost 2mp. Units, no matter their available movement points, always move 9 tiles within coastal/ocean tiles in own territory (including water tiles provided by anchored ships)  
# Rule 3: Different terrain types cost respective movement points. Flat or neutral coastal/ocean terrain costs 1mp, Hills/Forest/Scrub cost 2mp. Units, no matter their available movement points, always move 9 tiles within coastal/ocean tiles in own territory (including water tiles provided by anchored ships)  
# Rule 4*: Rivers in own territory change movement costs for  adjacent tiles no matter the underlying terrain type to 0.67mp. Adapting the law "colonies" makes this also valid for rivers on neutral territory.  
# Rule 4: Rivers in own territory change movement costs for  adjacent tiles no matter the underlying terrain type to 0.67mp. Adapting the law "colonies" makes this also valid for rivers on neutral territory.  
# Rule 5*: Roads on friendly or neutral territory change movement costs to 0.67mp, no matter the underlying terrain type  
# Rule 5: Roads on friendly or neutral territory change movement costs to 0.67mp, no matter the underlying terrain type  
# Rule 6: For each order, a unit can at least move one tile. If the unit has any mp left after moving one or more tiles, it is allowed to end up on a tile that cost more mp than the unit has remaining
# Rule 6: For each order, a unit can at least move one tile. If the unit has any mp left after moving one or more tiles, it is allowed to end up on a tile that cost more mp than the unit has remaining


<sup>*</sup>) Remark on Rivers/Roads: Reduction to 0.67mp only works in case both the starting and the target tile have a river or road.
== Examples ==
 
== Zone of Control (ZOC) ==
 
Many units have a zone of control: Each tile adjacent to them is affected.
=== Effects ===
* Its not possible to move directly from a tile in ZOC to another tile affected by ZOC.
 
=== Special cases ===
* Some units ignore ZOC (mostly horse units).
* Rivers: ZOC is not applied to tiles across a river, but units across the river are still blocked from directly crossing the river into a ZOC. Thus, enemies can freely move on their side of a river. However, crossing the river works like ZOC was applied normally.
 
== Examples for Movement distances ==


The examples below are always based on using 1 order because the rules are the same for all additional orders you might use to move the unit further.
The examples below are always based on using 1 order because the rules are the same for all additional orders you might use to move the unit further.

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