An object with this ability can be commanded to move from one location to another.
BRIEF DESCRIPTION :: Value of movement rate when created.
This is the value that specifies how fast a unit may traverse across a map. The greater the speed, the faster it goes. This is linked to the actor animation speed because the movement rate and animation need to be synchronized.
BRIEF DESCRIPTION :: How quickly the entity turns around.
Ships and siege weapons tend to take a long time to change directions. Infantry spin around instantaneously (value of 0.0).
Melee infantry, cavalry, military ships, and some animals are able to automatically "run" if their target is within a certain min (to stop them from running at someone too close) and max (to stop them from covering great distances) range.
This includes any form of movement, including both specific commands to move to a location, and when movement is required to reach another target (an opponent to attack, for example).
If he comes to a halt, reaches his destination, or is commanded to move to a location out of his maximum run range, he'll come out of charge mode and return to normal "walking" movement.
Units that can run, without the ability to attack (eg deer), just use this as a faster way of getting about, particularly fleeing from attackers over short distances.
Units without the ability to run (eg ranged infantry, Female Citizens) simply function as normal, always moving at normal speed.
If a unit attacks another unit while running, and has to stop moving in order to do so (for example, halt to strike an adjacent opponent with a sword), he will drop out of charge mode, but the momentum of his charge will give him a double damage bonus on his first attack.
BRIEF DESCRIPTION :: Movement rate when running (also known as "charge mode").
BRIEF DESCRIPTION :: Maximum range of charge (can't run if target is too far away; only over short distances).
BRIEF DESCRIPTION :: The amount of time it takes the unit to fully regenerate its stamina points.
Stamina Decay Rate
BRIEF DESCRIPTION :: The amount of time it takes the unit to fully lose it stamina points.
BRIEF DESCRIPTION :: Minimum range of charge (can't run if target is too close).
BRIEF DESCRIPTION :: Units with trample damage passively damage opponents in trample range.
(It might, in fact, be easier to implement this as a trample aura than merge it into a special condition under Run).
Also while in charge mode they will ignore the bounding boxes of mobile enemy units and attempt to pathfind straight through them.
Some units (cavalry, including chariots and elephants, and military ships) have the Run. Trample attributes so gain "trample damage" when in charge mode: opponents within a specified range (typically one cell -- contact range) of the unit suffer a specified amount of damage. Since the unit has to stay in motion in order to retain the charge, they're considered to be crushed under hooves or chariot wheels, rammed by a ship, etc.
Some units can, however, counterattack the trample. For example, pikemen were a powerful counter to cavalry. If spearmen are trampled, they will return their trample damage to the opponent that is trampling them.
If capable of trampling, a unit will ignore the bounding boxes of mobile enemy units and attempt to pathfind straight through them if they are in the way, thus running them over.
Units without the trample trait (melee infantry) simply come out of charge mode and use their normal attack and normal damage when they reach their target. It's mostly just used to close ranks and look cool. :) However, as mentioned, if the unit attacks immediately after coming out of a run, his first attack does double damage.
BRIEF DESCRIPTION :: Amount of damage passively inflicted on opponents in trample.range while charging..
BRIEF DESCRIPTION :: The entity is able to walk between trees and through forests, when forests would otherwise be inaccessible.
While standing idle in a forest, he cannot be automatically spotted and attacked by the AI (unless made visible by an entity with the Vision.Detector). The entity also is not visible on the mini-map of an enemy.
If the game settings require that all units in the game must be destroyed in order to win the game, units in forests are not taken into consideration.