Civ2 uses a unique pathfinding mechanism, which was created for the world of 33 MHz PC's with 8 MB of RAM. Even on a flat uniform terrain (or ocean), the path will not be as you would expect, except in limited circumstances (e.g., pure diagonals).
The code does not allow for a wrap-around calculation, hence if you are on the horizontal edge of a map (the 'dateline'), the goto will not take the short path across the date line. If you are playing a game and want to use general 'goto', then know where the dateline is, and don't bother attempting a 'goto' dateline crossing.
Below is a graphic which will show the GOTO route.
You place one of the orange endpoints at the starting location of the unit, and the destination corresponds to the center of the graphic. The unit will follow the given path.
Caveats:
1. A Goto will not cross the "dateline" on a wraparound world.
2. Roads, RRs, rivers, terrain differential, and obstacles will alter the path.
3. The size of the path can be expanded following the pattern of the graphic.
4. When a goto is to one of the 8 adjacent tiles, it will move the unit directly (e.g., it will not follow a river bend and use 2/3 of a movement point, but attempt a direct diagonal).
Civ 2 Pathfinding Pattern
Index: Civ2 Trade Pattern, Civ II Road Pattern, MGE Goto path, Civ 2 optimum path, Civilization 2 critical path, Civilization II road path, 5.04f rr path, 5.0.4f trade route, Patcch 3 connection path, road connection