(09-06-2019, 12:48 AM)Zoetermeer Wrote: I can't quite figure out how the presence of other units on a road affects movement costs for traversing that road. For example, suppose I have three motorized units all in a stack in travel mode, on a highway. If I select all three and ask them to move to a spot N hexes away, they will all go toward it but won't be able to go as far as they would had I selected each one and moved them individually. How can I quickly and efficiently move whole stacks along roads in this manner?
Do roads have state that represents the number of units having traversed them in the current turn, to simulate the fact that everything within a turn is simultaneous movement?
Two ways:
1) If you're moving a formation a long way, e.g. reinforcements that have to travel across the entire map to the front, the easiest way is to give them a Deferred AI order, and then leave them to it. Not particularly efficient due to the AI pathing, but it saves you from having to remember them every turn.
2) Column movement, aka Immediate AI Order. From the manual (page 30):
Quote:Immediate A/I Orders are issued to units from a single division for the purpose
of moving by transport mode toward a designated location. To issue an
immediate A/I Order for a division, select any hex containing a unit of the
division and then right click on the destination hex while holding down the Alt
key. In immediate mode, you do not select any units in the division, only a hex
containing units of the division. When an Immediate A/I Order is issued, units
in continuous hexes will automatically move towards the destination hex
changing into travel mode and following one another in a column.
As for the second question, that's a 'no'.
Stacking limits are calculated immediately, there's no check to see how many moved through a hex during a given turn.