The reason the game is so painfully slow is not because of 1UPT, it is because the pathfinding algorithm sucked and was also buggy around certain features. They have fixed the pathfinding and also optimized it (twice) You're right that 1UPT means that there will be more obstacles on the way to the target but what you're forgetting completely here is that each individual unit will not complain or calculate anything until it really makes a hit with any units on the way, you'll notice it will immediately cancel the order and make you select where to go once it does that. The fact of the matter is that it will ignore obstacles on the way, except for the obstacles that is within the tiles in the first turn. So what you say about 1UPT is not correct here. I'm sorry, thats just a fact. Even if it were to calculate obstacles on its way, a lookup table can be used for this to get free tiles without any complicated processing involved.