It's pretty much an innate ability though for a Master Tracker, which I assume was what he was working with. It does look like he would've had to have a unit that was both double moving through every plot AND have Ignores Terrain Cost active AND I'm not sure even a Master Tracker only has 2 movement points - this evaluation only works if the unit had 3. I will assume he did since I can't see any reason he would be able to do all that if he didn't. It is entirely possible that the minimum 1 move point in an attack may not actually be the case. Those units that ignore terrain costs were making all plot movements 1 pt THEN the doubling would apply, which in the case of a feature double move was making each plot cost only .25. I've crafted a set of rules for that scenario that should be a little more constrained... somewhat. At least without making the combination worthless. With my next commit, you'd be able to move up to 4 spaces with a 2 move unit that's moving through ANY applicable terrain or feature it has double movement in IF it ALSO has Ignores Terrain Costs. That is still, admittedly, a lot. There's also Hit and Run which can give -1 Terrain Movement cost, which can reduce to the plot, pre-modified by doublemoves, down to a minimum of 1, which could explain how plots are getting down to 1 cost/4 for having the feature that applies to double move. That might be a bit harder to correct actually... The big question here at hand really is, should double move just mean you get an extra movement if you've moved through that terrain/feature or should it really mean DOUBLE your movement when moving through this terrain/feature (making it both cheaper AND faster than normal terrain/feature such that you get extra movement for moving through it as you did in vanilla)? I'm open to discussion on this but consider that there's NO point to taking a double move promotion if you are a single move point unit if it doesn't mean you get an extra space moved after moving onto such a plot, and that's something players from way back have come to expect it to do. So if we want to change it to adding an extra move point after a movement resolution if the unit has an applicable double movement, so that it compensates one point of the movement and enables an extra plot (possibly slightly more if you have a lot of movement and can build up enough extra movement points with each move) then I would be happy to see if we can do that. I say 'see if we can' because I'm not sure about some of the order of events that takes place outside the plot function that determines the move cost of the plot. It may be that if the unit ends up with no movement left it immediately loses the ability to move even if it gains another movement point afterward, which would then require releasing the finished status at that point. I think it could also be dangerous as well, potentially enabling an infinite loop of movement, if it adds a full movement point, even if a plot assumes an absolute 1 movement point minimum. This method wouldn't quite translate as well to the setup for navies though. Another thing I CAN do is make plots cost a minimum of .9 so that it still allows an extra space at the end of a movement that includes a plot you have double movement for, but unless you are getting to move 10 plots or more in one go, you are only getting one extra plot at most after all this. Would that be more suitable for folks? Tell ya what, that's what I'll do for now, since yes, moving up to 8 spaces on a 4 move unit is not very realism promoting. Tests show it seems to hit the notes people seem to expect of double movement, not being too strong, but also not incapable of doubling the actual movement of a 1 mv unit. Edit Note: Comments are still open on the subject... I'm out of time to commit this tonight anyhow. I'm tooling about with Git and trying to figure out how to commit here and it's going to take a bit. Then how to work with both systems at once is going to be interesting as well.