Marches and movement

In Otenos, armies, caravans and settlers travel the map in real time, and their arrival time is fixed the moment they set out. Everything on the map is linked by road. This chapter covers travel time, the sea, boats and the kinds of march.

Travel time

How long a march takes depends on two things: the distance and the speed of the slowest unit in the army.

UnitSpeed (km/h)10 km25 km50 km100 km
Scout1637 min 30 s1 h 33 min3 h 7 min6 h 15 min
Rider1250 min2 h 5 min4 h 10 min8 h 20 min
Sipahi91 h 6 min2 h 46 min5 h 33 min11 h 6 min
Boat71 h 25 min3 h 34 min7 h 8 min14 h 17 min
Archer61 h 40 min4 h 10 min8 h 20 min16 h 40 min
Guardsman61 h 40 min4 h 10 min8 h 20 min16 h 40 min
Spearman61 h 40 min4 h 10 min8 h 20 min16 h 40 min
Shieldbearer52 h5 h10 h20 h
Swordsman52 h5 h10 h20 h
Governor42 h 30 min6 h 15 min12 h 30 min1 d 1 h
Settler42 h 30 min6 h 15 min12 h 30 min1 d 1 h
Ram33 h 20 min8 h 20 min16 h 40 min1 d 9 h
Trebuchet33 h 20 min8 h 20 min16 h 40 min1 d 9 h
  • Distance is measured as the crow flies; if going around by land along the coast is shorter, the army takes the coast.
  • The return trip is worked out the same way, along the same road.
  • An army returns to the holding it left from; if that holding has fallen, it goes to your main holding.
  • If the arrival would fall after the end of the Age, the march doesn't set out.

Moving faster

  • The Stable's Light cavalry specialization makes cavalry 20% faster.
  • The Foundry's Farrier specialization makes cavalry 15% faster.
  • The Stable's Scout horses specialization makes scouts 50% faster.
  • The Farrier won at auction makes riders and sipahis 15% faster.

Speed bonuses on the same unit multiply together. Speed is calculated from the specializations and deeds of the holding the march leaves from.

The sea

Every kilometer crossed by sea takes 2.6 times as long as on land. Boats remove that cost:

  • The Boat is built at the Shipyard. Boat capacity: 20 soldiers, plus 5 for every Shipyard level.
  • The Shipyard's Galley fleet specialization raises a boat's capacity by 50%.
  • An army with enough boats for all its soldiers crosses the sea at land speed. A boat carries itself and takes no space.
  • A boat moves 7 km per hour on its own, and the army it carries can't march faster than that.
Shipyard levelSoldiers per boatWith Galley fleet
12030
54060
106597
1590135
20115172

Landing

An army that crosses at least 20% of its route by sea without enough boats for all its soldiers lands on the far shore 30% weaker. The penalty applies to raids on holdings and to altar battles.

Kinds of march

MarchTargetWhat happens
RaidEnemy holdingBattle, loot, siege and conquest (Raids)
ScoutingHolding or altarA march of scouts only; it doesn't fight, it brings back intel (Scouting)
ReinforcementAlly's holdingYour soldiers wait in your ally's holding and defend alongside them (Reinforcements)
Altar marchAltarTakes an empty altar, besieges a held one, strengthens your own (Altars)
InterceptionA sighted movementMeets an enemy army or caravan on the road (Interception)
SettlingEmpty holding or ruinSettlers found a new holding (New holdings)
CaravanYour own holding or the marketMerchants carry resources (Trade)

Recalling

  • Raids and altar marches can't be recalled one by one once they set out. When a raid approaches your holding, the response window offers Recall armies, which turns all of your marches on the road back at once; the return takes as long as they had marched so far (Warnings and the response window).
  • Settlers can be recalled at any time before they arrive.
  • Reinforcements with an ally can only be withdrawn by their owner, and they return to the main holding at normal travel time.

Being seen on the road

Your army on the road becomes visible while it passes through the sight range of an enemy's warning buildings, and it can be intercepted wherever it is seen (Watching the roads).