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Move Order sequencing

Posted: Thu Jun 09, 2011 8:14 am
by plau011
Hi all,
Maybe this has been asked before but couldn't find it.

Let's say I want my corp to move to a region and then build a fort there. I can set the corp to build a fort and set it to move, but from my experience it builds the fort in the same region you start in, and then will move.
There is no way around this or?
It would take two turns to do this?

Also with my cavalry raiders. If I want them to destroy a railroad in a distant region and set them to do this. They seem to destoy the railroad in my friendly region and then move off to the enemy region.

Am I doing something wrong, or do these things just have to be done in 2 turns.

Thanks,
Paul

Posted: Thu Jun 09, 2011 10:15 am
by GraniteStater
I think what you're saying is that if you're sitting in Region A and click on Action X, yes, it executes the action in the Region you're in.

I would say that doesn't surprise me - that's how the code executes, I would bet.

Posted: Thu Jun 09, 2011 11:15 am
by Ethan
In order to perform some action in a particular region, first you must move to that region. If a unit is ordered to destroy a railroad and then move, that unit will be there long enough to destroy the railroad (5 days) and then it will use the remaining time to move. :)

PS: plau011, welcome to the Ageod Forums and have fun here! :thumbsup:

Posted: Thu Jun 09, 2011 6:16 pm
by Caffran
so you can't shift click orders to 'stack them up' all in one turn?

it's extremely frustrating to move cavalry into a province that's only 3 days away and then findthey just have to sit there twiddling their thumbs for two weeks waiting for the turn to end before you can tell them to start ripping up the railroad.

it's idiotic, and very unrealistic.

as a workaround i tend to move them through several other province's until the 14/15 days are used up. that way at least they're doing something for the whole turn, with the added possibility of a skirmish or two.

Posted: Thu Jun 09, 2011 8:38 pm
by Mickey3D
Caffran wrote:as a workaround i tend to move them through several other province's until the 14/15 days are used up. that way at least they're doing something for the whole turn, with the added possibility of a skirmish or two.


Drawback : your cavalry will be exhausted (very low cohesion)

Posted: Thu Jun 09, 2011 8:53 pm
by Gray_Lensman
deleted

Posted: Fri Jun 10, 2011 8:03 am
by plau011
Thanks everyone for your responses. Yes I was annoyed at first, but mostly I didn't understand and was wrecking railroads in friendly areas!

If this was allowed I agree with Gray that it would make game play a disaster.
It would be nice though for like fort/depot construction though, if I could move my corp in a one day trip and have them start on the building, instead of having to wait for the next turn.

Am new to the game but am highly enjoying it!

Posted: Sun Jun 12, 2011 2:01 pm
by Alexander the Average
plau011 wrote:Yes I was annoyed at first, but mostly I didn't understand and was wrecking railroads in friendly areas!


LMAO. Interesting tactic you have there. Perhaps you could use it as a political stunt of some sort. "Hey, we might not be winning but at least they arn't tearing our tracks up anymore" :mdr:

Its realy not a big deal for me after the first turn, as you wreck the rail then move on. Every turn you are tearing up some tracks :)