Oh my, WastinTime was right all the time. Hatse's SOD would have teleported to the 'Liz Archer' tile. I had posted the rules for teleportation back on page 36 (although with suboptimal formulation): 1. A unit determines the nearest home city from its current position - for the SOD this would be Akhetaten, the undiscovered city of Hatse 4S of Memphis. It has a plotDistance = 10 from the SOD's tile ... exactly the same distance as HatsTown, but Akhetaten comes earlier in Hatse's city list and therefore gets chosen over HatsTown. 2. The game calculates the jump-cost for all valid jump target tiles (they need to be revealed and accessible), all distances are calculated as plotDistances. Jump-Cost = 2*Jump-Distance + Distance2NearestCity Our Corn tile has a jump-distance = 3 and distance to Akhetaten is 11 -> jump-cost = 2*3 + 11 = 17. The 'Liz Archer' tile has a jump-distance = 7 and distance to Akhetaten is 2 -> jump-cost = 2*7 + 2 = 16. Even with Corn revealed the stack would not have jumped there. Jump-Cost alternatives for HatsTown as nearest city: Our Corn tile: jump-cost = 2*3 + 9 = 15. 2S of HatsTown: jump-cost = 2*8 + 2 = 18. Funny, even though the Corn tile gets the 'global minimum' of jump-costs, the 'Liz Archer' tile wins because Akhetaten gets chosen over HatsTown as nearest home city.