Whew - I knew there had to be a few grognards still out there somewhere

Thank you very much gentlemen! In hindsight I can see the 'need a page number' begging for a pass by if you hadn't actually needed the manual yourself in a few months.
Totally apprec all the detailed answers.
City = Red.....oooooh hadn't thought about it taking damage when no battle occurred. Does the damage auto repair at one static rate simply by being behind my lines and attached to an HQ? Or are there means of accelerating it (the repair of damage)?
I'll look harder for the manual way of moving supply now that I know it exists - musta just missed it.
imho - game could really use a 'next unmoved unit' (unit w/move points left) cycle thingie. Seems a pretty simple item to have left out of a 'counters heavy' game.
HQ range = 3+. V good info - TY!!!!
The other color bar = HQ.....doh

I'm just started a few random games and played a few turns before realizing I screwed something up....haven't made it to multiple HQ's with cities on each yet.....so that's why the bar never changed color lol.
Also - many thanks for the stack limit explanations! Oh and the warning about multiple HQ's units on a single attack....I'd a never thought of that.
I've been starting random games (x-Large, 6-8 players, Stone Age, no roads, shroud) and am finding supply to be a major limiting factor. I assume that is a factor of the 'no roads' setting? I tend to see Raw sites as Gold Mines so my Engineers can build roads/bridges and making a lot of ore in my Capitol too. Is that normal for the settings I am playing on, or am I missing something? I've yet to try using multiple HQ's to stretch the supply line due to PP being hard to come by early and needed to raise Raw's to lvl 2 - would that work? (i.e. be worth it?)
Again, thanks guys! Loving the game.