I recently saw
@WastinTime do some teleporting tricks in BOTM 161.
Figured this map was a good place for me to learn abit. Didn't see anyone try to teleport over the lake.
The original save was locked, and with buffy03. So I worldbuildered a simmilar corner scenario (might have missplaced something) and did some testing.
I gifted Gondar to Asoka, and filled it with basically every wonder in the game, so that his culture would engulf the corner.
I had hopes that at least the tank standing SE of gondar would teleport 2S1W over the lake.
Unfortunatly, it does not work.
After peace every unit gets teleported to Aksum:
When units teleport, they are moved to the tile with the lowest "Jumpcost"
This is calculated as follows:
Jump-Cost = 2*Jump-Distance + Distance2NearestCity
(Distances uses plotDistances which are calculated with this code:
inline int plotDistance(int iX1, int iY1, int iX2, int iY2)
{
iDX = xDistance(iX1, iX2);
iDY = yDistance(iY1, iY2);
return (std::max(iDX, iDY) + (std::min(iDX, iDY) / 2));
}
So for the SE tank, Jump-Cost back to Aksum is 2*(4+2/2)+0 = 10.
Jump-Cost over the lake S of Gondar is 2*2 + 6 = 10.
*EDIT* NO, the tile over the lake here is in Indian culture, and not eligable for teleportation. */EDIT*
The Jump-Cost is the exact same, and I don't know what the tiebreaker is.
Probably the code iterates over all tiles like you read letters in a book, starting in the NW corner and moving eastwards, moving one row down once you reach the end.
So if we would have a simmilar situation with Zara trapped in the SE corner, we might possibly escape with a teleport.
