Pfeffersack
Deity
Here is a barb unit standing on a flooded tile:
If you end the turn, climate change progressing will lead to the tile getting submerged - and the result is that the unit is completely unaffected:
Now I would either expect the unit to get destroyed, teleported or getting embarked status on the same tile, but clearly not this (and you can see that it goes beyong visuals, as I can attack it with my land unit!).
It is also not a thing which corrects itself after turn end - instead the barb moves to another submerged tile, stays "walking on water" and can still be attacked:
To reproduce with the attached save:
1. Investigate said barb unit and see that is standing legally on a flooded tile
2. End turn
3. Check said unit again. See that it is is still an unembarked land unit and that I would be able to attack as the pic shows (I tested also that this attack order would be executed, but I would recommend not doing it here to don't potentially affect the next step)
4. Force another turn end
5. See that the barb unit has moved to another submerged tile and is still in its odd "walk-on-water"-mode
6. Move my Cavalry as shown (green arrow) and try attacking again - it still works like described under 3)
Spoiler :
If you end the turn, climate change progressing will lead to the tile getting submerged - and the result is that the unit is completely unaffected:
Spoiler :
Now I would either expect the unit to get destroyed, teleported or getting embarked status on the same tile, but clearly not this (and you can see that it goes beyong visuals, as I can attack it with my land unit!).
It is also not a thing which corrects itself after turn end - instead the barb moves to another submerged tile, stays "walking on water" and can still be attacked:
Spoiler :
To reproduce with the attached save:
1. Investigate said barb unit and see that is standing legally on a flooded tile
2. End turn
3. Check said unit again. See that it is is still an unembarked land unit and that I would be able to attack as the pic shows (I tested also that this attack order would be executed, but I would recommend not doing it here to don't potentially affect the next step)
4. Force another turn end
5. See that the barb unit has moved to another submerged tile and is still in its odd "walk-on-water"-mode
6. Move my Cavalry as shown (green arrow) and try attacking again - it still works like described under 3)