In early exploration age, a flaw in the naval pathfinding becomes annoying: the algorithm doesn't care how long it has the unit going through open ocean and taking damage. Having it favour a shorter travel time path that takes damage is fine, but when there are two paths of equal travel time, it should favour the one that doesn't have you taking damage at the end of turns as much. Image attached is an example - it's prioritizing the visually shorter path that gets to the destination in 5 turns but takes two turns of open ocean damage, when it could get there in the same 5 turns with only one turn of open ocean damage.
#Sea Pathfinding not taking into account open ocean damage
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