Movement
Most of the units can move around the map. Most buildings can not. Each unit has a characteristic class-specific maximum movement speed. Also a class specific trait is how steep elevation changes the unit can cross. Currently there are only two elevation steepness classes. Mech and Marine can climb up to 60 degrees while other units are limited to the more modest 40 degrees. For buildings there is a setting on how flat a ground the unit needs building on. Aircraft can move also vertically, however they can only remain in discrete height-levels (the number of which is specific to the map).
Units moving in a hierarchy will slow down to the speed of the slowest member, unless a priority order is issued which will make everyone move at their own pace.
Smart Idle will make units utilise teleporters if it shortens the trip.
A unit can only move horizontally to the direction it is facing. The rotation rate is a class-specific trait.
Units can have waypoints either in the form of movement orders given at intermittent intervals or having movement orders in their command queue.
Beside using the units own movement systems, there are three additional methods of travel. Infantry units can hitch a ride in tanks with carrying capacity. The carrier can air-transport units across the map. The teleporter can transmit the units.
A terrain type can be defined to not allow ground units to cross it. It can also separately be defined to not allow air units, such a setting will only apply to the height level the tile is at (the above Z-levels remain passable).
Units by movement speed
Rescript
Resequence engine has a primitive action called MOVE which takes in a orientation to move into. This can be handily obtained with QUERY BESTMOVE which return such an orientation in its first bits and the number of consecutive moves that can be made sequentially to that direction in its 3rd byte. The movement rate is controlled via the unit class's AgilityMultiplier which is defined in the ocs and by the action duration ticks.