With this order you indicate up to four hexagons for a unit to pass through.
These hexagons can be close together, as far apart as the map allows, or
anywhere in between. The hexagons are visited in the order they are written
down. The unit moves via the quickest path (lowest MP cost). Travel continues
over as many turns as it takes to reach all the hexagons indicated. This order
is canceled if the unit retreats from battle, dies in combat, or is given new
You can also give this order to a community. The community won't advance, but
every unit built henceforth at that community will be issued the advance order.
Once issued, a community movement order will remain, turn after turn, until
changed or canceled. To cancel this order, order the community to advance to
the hexagon it resides in.