Update
Exposed pathing engine to Python via CyMap:
bool generatePathForHypotheticalUnit(CyPlot* pFrom, CyPlot* pTo, int /*PlayerTypes*/ ePlayer, int /*UnitTypes*/ eUnit, int iFlags, int iMaxTurns);
int getLastPathStepNum();
CyPlot* getLastPathPlotByIndex(int index);
I'm not in a position to look, and regardless of the details, thanks for doing this. Did you expose/transcript the flag values into Python accessible constants? In practise only a couple of them will be needed (the ones to stay in owner territory, and to avoid enemy territory come to mind)

In fact most of the terrain look the same. And we are putting back the normal one before the next release right?![Party [party] [party]](/images/smilies/partytime.gif)

