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Supreme Ruler Wiki
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Unit Command
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Unit Command
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==== Advanced Orders Sub-Panel ==== unit command Advanced Orders Sub-Panel The Advanced Orders sub-panel allows you to issue any one of a list of standard orders to selected units. The orders list is in the left-hand list. On the right side of the sub-panel are the Combined Force Details - Total number of units selected, total of personnel in selected units, combined strength of selected units, the average supply state of the units and their current orders. This side also has two control buttons - "Select Map Destination of Order" and "Formation Move". Formation move is when all of the selected units move relative to each other "in formation", rather than all of them moving to a common hex. Advanced orders apply only to the selected units and generally consist of: # "Move To" # "Patrol" - Causes the selected unit(s) to repeatedly move between their current location and the second hex patrol hex selected with the mouse. # "Load Into" - Causes the unit to move to the location of the indicated container/transport unit and merge with it for transport. # "Attack Unit" - Close with and attack a target unit. # "Attack Facil" - Attack a facility or base. Usually used to instruct direct-fire ships or planes to target a single facility or base instead of just damaging everything in the target hex. # "Escort" - Follow the friendly target unit where-ever it goes, as closely as possible. # Air Transp - Causes the Defense Minister to dispatch appropriate air transport units to the calling unit(s) location. Once the transport arrives, the calling unit(s) will load onto the transport and be transported to the selected destination, where they will disembark. Planes can only pick up at air-fields. Airborne units can disembark without an air-field. Helicopters can load and unload anywhere on land or on bridges and oil-platforms. # Sea Transp - Causes the Defense Minister to dispatch appropriate sea transport units to the calling unit(s) location. Once the transport arrives, the calling unit(s) will load onto the transport and be transported to the selected destination, where they will disembark. # Repair - Orders the unit(s) to locate the nearest base of their class, move to it, enter into reserve status there, under-go repairs and then re-deploy. # Reserve - Orders the unit(s) to locate the nearest base of their class, move to it and enter into reserve status there. # Entrench - Causes the unit(s) to "dig-in" to ground entrenchments, thus increasing their defense and increasing their stealth. Entrenchment percentge increases with time. # Scrap Unit # Clear - Clear all orders, places unit(s) into the "Idle" state. If the selected units are of mixed types, then only the orders that are common to all of the unit types are available. Special unit type's (like Engineer) advanced order lists may vary. Some units have no attack ability, or cannot be loaded for air/sea transport or cannot be entrenched. Some units can be split and merged - a transport unit with a strength of 120 may be capable of being split into two units, each with a strength of 60. Then each of the smaller 60-strength units might be merged with a larger 120-strength unit to form a larger 180-strength unit that is capable of transporting 1/2 more weight. Right-clicking on a selected unit on the map will display a pop-up menu containing a sub-set of the Advanced Orders. A map click when units are selected implies a move order to that map hex. ===== Update 6 (Gold Editon) ===== Contains a new "Bombard" command for use by indirect fire units such as artillery. Whereas the "Attack" command usually causes the attacking unit to pursue and attack the target unit, "Bombard" causes an indirect-fire unit to move into range of the target, stop and then open fire on it.
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