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Steam News24 July 20261mo ago

【Developement Thread 5】Maneuver

Each combat unit performs two types of actions during a turn: movement and combat. Both consume Movement Points (MP). Every unit has a limited amount of Movement Points each turn.

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Full War in Asia update

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changedEach combat unit performs two types of actions during a turn: movement and combat . Both consume Movement Points (MP) .
changedEvery unit has a limited amount of Movement Points each turn. A unit's available MP is determined by its weight, current condition, and the amount of mobility equipment it possesses , such as horses and trucks. Movement Points are gradually consumed as the unit moves across the map. You can always check a unit's remaining MP in its information panel.
changedDifferent terrain types require different amounts of Movement Points. Moving across plains is relatively efficient, while mountainous terrain is considerably more demanding. Entering an enemy Zone of Control doubles the Movement Point cost, making deep advances increasingly difficult. For mechanized formations, rough terrain is particularly inefficient and should be avoided whenever possible.
changedA detailed movement system allows the game to accurately simulate the culminating point of an offensive . A smaller but well-prepared force can defeat an exhausted enemy that has advanced too far, marched too long, and suffered severe losses in readiness.

War in Asia changes

changedEach combat unit performs two types of actions during a turn: movement and combat . Both consume Movement Points (MP) .
changedEvery unit has a limited amount of Movement Points each turn. A unit's available MP is determined by its weight, current condition, and the amount of mobility equipment it possesses , such as horses and trucks. Movement Points are gradually consumed as the unit moves across the map. You can always check a unit's remaining MP in its information panel.
changedDifferent terrain types require different amounts of Movement Points. Moving across plains is relatively efficient, while mountainous terrain is considerably more demanding. Entering an enemy Zone of Control doubles the Movement Point cost, making deep advances increasingly difficult. For mechanized formations, rough terrain is particularly inefficient and should be avoided whenever possible.
changedA detailed movement system allows the game to accurately simulate the culminating point of an offensive . A smaller but well-prepared force can defeat an exhausted enemy that has advanced too far, marched too long, and suffered severe losses in readiness.

Each combat unit performs two types of actions during a turn: movement and combat. Both consume Movement Points (MP).

Every unit has a limited amount of Movement Points each turn. A unit's available MP is determined by its weight, current condition, and the amount of mobility equipment it possesses, such as horses and trucks. Movement Points are gradually consumed as the unit moves across the map. You can always check a unit's remaining MP in its information panel.

Marching also reduces a unit's condition, including morale, supply, and readiness. Although these values will recover when the unit is properly supplied, you must always consider whether your logistics can sustain an aggressive advance before committing to it.

Different terrain types require different amounts of Movement Points. Moving across plains is relatively efficient, while mountainous terrain is considerably more demanding. Entering an enemy Zone of Control doubles the Movement Point cost, making deep advances increasingly difficult. For mechanized formations, rough terrain is particularly inefficient and should be avoided whenever possible.

A detailed movement system allows the game to accurately simulate the culminating point of an offensive. A smaller but well-prepared force can defeat an exhausted enemy that has advanced too far, marched too long, and suffered severe losses in readiness.

Source

Steam News / 24 July 2026

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