Back in August of 2000, William Keenan posted this gem of a discovery:
What may not be widely known, is that it can also apply to the movecost of a terrain. The following example is also posted on a thread on Apolyton*, but much of the time, I'm too impatient to wait on that server.
To make a 'slow road' terrain, I had set the movecost to 205 (Road bonus =25, set to >10 to take advantage of WK's fractional movement math). Civ2 behaves oddly but reproducibly with these settings. Regular roads (and rivers) cost 1/10 mf; the new 'slow road' costs 2/10mf.
There's a kicker: the Civ2 terrain editor squawks when it encounters an out-of-range variable. I was tweaking the 'slow road' terrain image via the Editor menu in Civ2, when it spotted the movecost was set out of range. It did me the 'favor' of resetting the movecost to 0 in the rules.txt.
*Currently there's a thread there (by FMK) looking at using WK's math on things like production costs.
You can get some strange, but predictable, results by using very high movement points. This is due to the way computers do math and how it handles numbers larger than the field was designed to hold. If you set the movement rate of a unit to 171 in the RULES.TXT the result is that the unit has a movement allowance of 1/3 point. Every point of movement you add gives the unit and addition one movement allowance. Therefore, a movement rate of 172 creates a unit that can move 1 1/3.A movement rate of 342 creates a unit that can move 2/ 3. It follows that a movement rate of 343 creates a unit that can move 1 2/3.These numbers assume that the road movement multiple in the @COSMIC is set to three
What may not be widely known, is that it can also apply to the movecost of a terrain. The following example is also posted on a thread on Apolyton*, but much of the time, I'm too impatient to wait on that server.

To make a 'slow road' terrain, I had set the movecost to 205 (Road bonus =25, set to >10 to take advantage of WK's fractional movement math). Civ2 behaves oddly but reproducibly with these settings. Regular roads (and rivers) cost 1/10 mf; the new 'slow road' costs 2/10mf.
There's a kicker: the Civ2 terrain editor squawks when it encounters an out-of-range variable. I was tweaking the 'slow road' terrain image via the Editor menu in Civ2, when it spotted the movecost was set out of range. It did me the 'favor' of resetting the movecost to 0 in the rules.txt.

*Currently there's a thread there (by FMK) looking at using WK's math on things like production costs.