This page desperately needs some accurate information.
Topics that frequently occur in questions:
Movement costs are a property of a province and applied both on entering and leaving a province. A move over multiple provinces pays full price for moving to each intermediary province. Example: province A, B and C are aligned in a line. To move from province A to province C, through province B the costs would be: Leave A Enter B Leave B Enter C
Costs for entering and leaving a province are always identical 1).
|Enemy province (unit does not have stealth)||+4|
|Enemy province (unit has stealth)||+3|
|Snow in province (unit does not have snow move)||+1|
|Connection has roads (green dots)||-2|
|Unit has the appropriate terrain survival ability||-2|
The movement cost for a province is at least 2. Slow entities can always move at least one province, as long as they are not immobile.
Ctrl+m shows the movement cost to each province from the selected province. If a commander with abilities that affect movement is selected, the cost is adjusted, as long as any units they lead share those abilities. Note that this tool does not preview the enemy's map move because of the modifiers when moving into or through enemy land. If you want to know where they can move, you need to calculate it yourself.
If survivals are mixed, aka. A unit with survival under a leader without, or a leader with survival with units without it counts as if none of the units involved had the survival trait. This means that slow units with the survival ability and fast units without - which both could make the trip on their own in one turn just fine - may need 2 turns moving together because the fast units cost the slow units the survival trait and the slow ones bring the fast ones down then.
Flying units have the same low movement cost for all terrain except caves, which take +2 more.
Assuming that the map is only plains/farmland and that there are no roads:
If there is rougher terrain, the required map move goes up. Survival traits and certain other abilities can bring the number back down.
When two armies move into each other (this means army A from province y moves to province z, while army B from province z moves to province y 2)) they will 'bump,' with one army usually being forced to remain in its province while the other army moves into it. The army that is calculated as stronger via Illwinter's Chassis Value calculation has a higher chance to move into the weaker army's province. Here is the exact method by which this is calculated -
Calc chassis value for commanders and squads MOVING into each other. Units standing still don't count.
Compare each to a random number 0-349. If BOTH sides' values were less than their random rolls, there is no interruption and both armies will complete their move, slipping past each other.
For each side, roll an openended d(total chassis value on this side). Divide the original number by 10 and add the die result to it.
Compare this value. The loser gets stopped and the fight happens where they are. In the very unlikely event of a tie, the one starting in the highest province ID wins and pushes the other.