The Commands Menu Any Command [Keyboard ‘A’]   The Any Command dialog allows you to choose commands without using complex key combinations and numeric prefix arguments. With one exception the check boxes in this dialog have the same effect as the shift key and the option key. There is one command that requires this dialog. This is the only way you can move a stack of units from a city without setting the city destination. This dialog is only available if you are using Macintosh system software version 7.0 or later. Sleep [Keyboard 'S'] Sleep until told otherwise. If fuel is needed the unit will go find it and then return to the location it was told to sleep at. If the unit needs repair and is located in a city it will wake up when fully repaired. The shift modifier causes all units in the same square with the same type to be affected. Wake [Keyboard 'W'] Asks you to select a rectangle and wakes all friendly units in the rectangle. Clicking on a single square will wake the units in that square. All units selected will forget their previous orders and ask for new ones. Shift-Wake will also clear the city destinations for any cities in the area. Option-Wake cancels city production demands after the current production is finished. If you give the Option-Wake command a numeric prefix argument then it will cancel production immediately for any unit that can’t be completed in that many turns. For example, Cmd-9 Option-W will cancel unit production immediately for any cities that won’t finish there current production in nine turns. Use this when you think the city will be captured soon. Move Later [Keyboard ] Moves the unit in the next segment. This is useful for loading transports and coordinating units. It may be useful to move exploring units like fighters first, and use slower units later when the current enemy position is known. A turn is subdivided into segments to allow proper sequencing of units. For each type of unit there is an earliest segment in which it is allowed to move. Large, ponderous units like battleships move in a late segment (number 6) while fast responsive units move in the first segment. Combat and movement require some segments to complete. A unit may always choose a later segment to move in either temporarily or permanently. You may ignore this detail and simply move units when asked for their orders. The Move Later command provides a way to control this sequencing. A single space will order a unit to wait one segment before moving. You can keep putting off a unit as long as you wish (up to 250 segments.) There are several reasons to do this. It can allow an army to move before or after a transport. You may want to hold a bomber in reserve, in case other units discover an important target. You may want two fighters to explore separately, so they don’t both try to explore the same area. Three modifiers make this command much more powerful. Holding down the Shift key makes this command apply to all units in the same square which have the same type as the current unit. A whole stack of armies can be delayed this way without affecting different units in the square. Holding down the Option key makes this command permanent for the affected units. For example, during segment 6 the command Option- will make a unit ask for orders during segment 7 of this and subsequent turns. The Shift key modifier can also be used to program many units at once. Finally the number of segments to wait can be specified using a numeric “repeat count”. (Beware, this does get complex!) A repeat count is specified by holding down the command (clover) key and typing a number before pressing the key. You must release the Command key before pressing space. For example, -7 will order a unit to move 7 segments later than the current segment for this turn only. The -minus (or dash) changes a repeat from positive to negative. With the Option key this can be used to change a unit’s move segment back (but not before the first segment allowed for that unit type.) For example, the order -