Armies have to physically cross the world to reach a fight, and how they move is part of the puzzle. There is no teleporting between provinces: distance is real and costs time.
Momentum, not pivoting
Units move with momentum. A unit rolls forward along its heading and banks through turns rather than spinning in place. Heavier units accelerate and turn more slowly, while light ones are nimble, and sharp corners force a unit to slow down to take them.
Pathfinding and domains
You issue a move order and the game finds a route automatically, on separate layers per domain: land units route around water and obstacles, naval units travel on water and cannot come ashore, and aircraft fly straight toward their destination.
Air behaves differently
Aircraft do not simply park in the field. Some can hold position over a spot; others have to keep moving and will circle their destination until you give them a new order or a place to land. That difference shapes how you use each.
How you interact with it
Movement is about commitment. Sending a force across the map leaves the ground it came from open, and slow units telegraph an attack long before it lands. Reading the map, the distances, and your units’ speed is how you arrive in force instead of piecemeal.
Why it matters
Because the world is large and travel takes time, where your armies are is always a live decision. A perfectly built force in the wrong place is no defense at all, which keeps geography central to every war.
This article reflects the game in active development and will change as systems evolve.