I don't know how easily this could be coded, but the best solution from a gameplay perspective would probably be to subdivide each hex into 7 smaller hexagons.
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Have each 7 hexagon "clump" still represent one tile/hex when it comes to city management, but for moving military units it would increase the amount of tiles x7. This would almost completely eliminate the "traffic cop" aspect of unit management and open up the game significantly to actual tactics. Also, it would allow for actual navigable rivers and solve the "blue worm" problem. It might also allow for some "mountain pass" areas on the map where mountains no longer become this impenetrable forcefield. There could be a few hex pass through from which to send a few units.
Moderator Action: Merged into another 1 upt thread in Ideas and Suggestions