r_rolo1
King of myself
Or worse, the 12 tiles/turn of a gunship on roadsbut for that to work the key thing imo is something no one else has realized yet: the AI units would need to move one tile at a time and re-evaluate their mission and destination each tile in case they discover an enemy unit (or goody hut) mid-move, like humans do. That's actually something I might be able to code but it's not quite trivial heh (and would probably slow down turn processing considerably, when you factor in all the normal speed-1 units that are still moving up to 10 tiles per turn b/c of Railroads or whatever).

That is a big issue indeed, given how the AI handles all the stuff related to pathing and units missions. It would be cathastrophical if a AI could call off their war plans just because it saw an unexpected unit in the way of their SoD, for a extreme but plausible effect ( Planetfall had some issues with a far more mild version of that, because units in regular BtS reset their missions when they enter in a diferent domain ( say, a unit that can move on land and water without external help ) ... this made that a AI that sent a stack of those units to attack someone and by acident the better path involved a change of domain would reset their mission target and come back home ... ). I don't see how to solve that without a "unit memory", a thing that also would not help with performance ...