But for navy, it's pretty direct. If a navy has such movement points, it sees as far as restrict. But still, I don't understand how a barb galley can see as far as 7 tiles. So I am confused too...
It's a different function, no? Tied into how the barbs search for tiles to pillage although it wouldn't surprise me if naval had its own code for barbs. There's also a delay between making the fishing boats and the barb galleys being able to "see" into it. Land barbs operate on that "target city" type script too so they're a bit of a special case.
I still don't understand how the AI is cheating
Tachy's done that part pretty well. I believe I've already explained about AI detecting worst enemy trades you make before they actually meet you and that's a big one too. Upgrades are technically cheating too since their cost reduction is *independent* of difficulty and undocumented in any set of rules presented by failaxis that the player can see without resorting to looking at the code directly...but everyone knows the AI has reduced upgrade costs. Still, technically that's cheating too

.
Abusing the "route to" script on enemy workers is comical, until you realize it happens to us too. Firaxis is a big fan of putting features in the game and then making sure they don't work (control, alt, shift clicks, route-to, auto workers, interrupting units with movement orders when an enemy obstructs them, interrupting movement orders on a unit that will move adjacent to an enemy).
I can't count how many times I've had a catapult waypointed to a city, an enemy HA is in its way at the start of the turn, and AS I TRY TO CLICK ON THE CATAPULT TO STOP IT, the game FORCIBLY MOVES IT next to the horse archer. Now, THAT isn't AI cheating, but it is a disgrace and falls under that "bug" category. It's difficult for me to forgive that they made it to bts patch 3.19 without fixing known and long-standing control errors...but felt the need to make barb galleys spawn 4x as much (without playtesting it; the only cost effective way to deal with them on high levels is to abuse spawn and movement code, not fight them directly), bug overflow (apparently permanently, double fail), and nerf protective trait. Really? THAT was necessary, but not making the controls work consistently?
If I sound a bit bitter over it, it's because I am, especially because I watched many of the exact same mistakes find their way into civ V, ignored. Units still moved next to danger last I played, and I still watched civ V governor change tiles worked AFTER end turn to STARVE a city. I ordered a treb, clearly displayed to make a "ranged attack" on screen, and it simply moved towards the enemy city without attacking at all...all while the game runs at a snails pace despite being a TBS so that I spend half of my time "playing" the game waiting to be able to do something. THAT is why I'm still playing civ IV, but unfortunately civ IV has a lot of these problems too...
Watch how many times in my let's play of the 2 warlords II maps I did where my units moved against my will at the start of the turn into danger. Watch how many times I tried to select or unselect a unit and the game simply forced me to select all of them (again). Watch how many times units run into an enemy and re-path without prompt. Watch how many times the game "thinks" I'm pressing "alt" and declares without prompt. ZERO.
Now, in my civ IV let's plays, all of the above is routine. It's rare that I go a game without the majority of them happening (the unit selection issue is shown in nearly every let's play I do).
The last tidbit is that Warlords II was made in 1991. Civ IV came out well after 2000. A game that is SIGNIFICANTLY more than 10 years older than civ IV and nearly 20 years older than civ V runs CIRCLES around failaxis when it comes to basic gameplay controls and how the game runs its engine vs computes of the game's time. I don't want to hear excuses about how programming working controls is "too hard" or "too expensive". It's a joke, and it's sad that a game with such depth and great strategy as civ IV is marred by the fact that basic controls don't work, the AI cheats, and the interface lies.