This order enables you to choose the exact path you wish your unit to take. You
do this by indicating the direction in which you wish the unit to move from
each new hexagon it enters. The unit can be given up to a total of 16
directions in which to move. The directions are as follows:
Movement continues over as many turns as it takes to reach all the hexagons you
specify. If direction 0 is the last direction in the move, the unit will repeat
the previous direction until the order is canceled. If direction 9 is the last
direction in the move, the unit will repeat all the directions in the move
order until the order is canceled. Directions 7 and 8 enable you to delay a
unit's move, either to enable another of your units to catch up, to let a
hostile unit move into a trap, or for some other devious reason. This order is
canceled if the unit retreats from battle, dies in combat, or is given new
You can also give this order to a community. The community won't move, but
every unit built henceforth at that community will be issued the move order.
Once issued, a community movement order will remain, turn after turn, until
changed or canceled.