Planning Phase

Order Type Order Result
Requisition Order Land and Naval forces can be requisitioned for their individual costs in zones containing populations and ports respectively. Payment is made at this time. If the requisition zone should fall out of that player’s control, the expenditure is wasted. If the port should be blockaded, ships can still be purchased, but cannot be put to sea unless the blockade is lifted.
Move Order Units may be ordered to move a distance up to their speed. Units may not pass through territory occupied by hostile units. Move orders are subject to logistical limitations, including transport capacity and natural choke-points. For instance, the isthmus of Corinth in Megara (75 unit capacity), and the hot gates at Thermopylae (45 unit capacity) present unique logistical challenges.
Attack Order Any move order into territory occupied by an opposing army is considered to be an attack. In the event that two bordering armies are simultaneously ordered to attack, no defensive bonuses from terrain or fortifications will be conferred.
Allied Order Units may pass through territory occupied by allied units, but only if there are corresponding orders allowing them to pass. Allied forces may jointly occupy territory, share attack and defense orders etc. In such cases, written orders must be corroborated, and any discrepancies will be interpreted by the GMs in the worst possible light. In such cases, it would be wise to establish how any shared resources are to be divided, and also a pecking order of expendable units.
Naval Order All ships of war function the same as land units with regards to movement and battle, with the one of blockades.
Transport Order Transports can be used to move either military land units, or trade resources, but not both. One unit per transport. Transports lost at sea are destroyed along with their cargo.
Blockade Order Warships occupying sea zones adjacent to unfriendly ports are considered to be blockading them unless otherwise specified. Ships may not issue from blockaded ports.
Trade Order All of the resources in the game, Ore, Lumber and Supply, and Population* can be traded. Trade can be conducted by land or by sea. If conducted by land, a path between controlled territories must be clear of factions opposed to that trade. Trade passing through a faction’s territory may be seized by that faction. Factions formally at war automatically seize any trade passing through. Trade can be conducted by transport, and will reach the recipient when the transport docks. This might be a slower, but safer method.
Bridge Order A transport may be placed between two nearby ports to function as a sort of bridge. A chain of two or more transports is not allowed. Remember that while goods can be unloaded anywhere, they must be picked up at a port. As such, two adjacent ports are required to form a proper two-way “bridge”.
[*Remember: Trading Population means trading people, which means that these people are property, and this is known as slavery.]

Planning Phase

The Persian Wars Xerxes