Closed as not planned
Description
I have a few ideas how to improve movement, but before I dive in I'd like to discuss and I also have a few questions:
- Do we currently consider that things might become impassable once the initial shortest path has been established? E.g. if a city is founded, a non-open-border civ expands their borders etc.
In general I'd like to introduce penalties for certain paths to avoid the following two problems:
- AI embarking units all the time when they're basically sitting ducks for enemy planes and ships to be destroyed with one hit. Of course it's not always possible to avoid embarkation, but depending on the scientific progress of the other civs at war with, one should apply a hefty disadvantage to such paths.
- Units walking through unfriendly city states. Again this isn't always possible to avoid, but it should be avoided if the resulting path isn't significantly longer.
Most of this seems to be in UnitMovement#getShortest path. There's already some sort of disadvantage for embarkation, but I think it only works for paths that have the same length, so in practice it rarely applies.