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Iroquois UA 'The Great Warpath' forest and jungle tiles which are acting as roads costs 2 movement to enter from terrain that is not part of the road network. #12260

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legacymtgsalvationuser69544 opened this issue Oct 3, 2024 · 2 comments
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@legacymtgsalvationuser69544
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legacymtgsalvationuser69544 commented Oct 3, 2024

Is there an existing issue for this?

  • I have searched the existing issues

Game Version

4.13.13

Describe the bug

In civ 5 The Great Warpath allows you to use forests or jungles in your territory as roads and you can enter the roadforest tiles for the same movement cost as entering a road tile

In unciv it costs 2 movement to enter the roadforest tile and then the unit can move as if connected to the road network.

Steps to Reproduce

  1. play as iroquois and build two towns connected by forests
  2. have a unit not on your road network try to enter a forest that is part of your road network

Results:
Unit expends 2 movement to enter the roadforest

Expected Results:
Unit expends movement based on your tech level as if the forest was a road.

Screenshots

PSX_20241003_121602

Link to save file

No response

Operating System

Android

Additional Information

Tested in Civ 5 to confirm expected behavior

@SomeTroglodyte
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same movement cost as entering a road tile

The entire road concept is based on granting their bonus only if both endpoints have them - Iroquois or not. If a vanilla warrior goes from a plain without a road to a forest with a road, they pay the unroaded forest movement cost. I doubt Civ5 did that differently, or it would have been noticed years ago. Given that, if you're right about the Iroquois situation, then Civ5 would be doing an exception from their own rules...?

@legacymtgsalvationuser69544
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I went ahead and tested a few more games and civs in OG civ 5.

The Road improvements built by workers behave as you described for all civs except Iroquois. The great warpath causes forests in your territory to cost less to enter regardless of a road existing on the current tile for the unit. (see original screenshot where unit can move from unforested unroaded camp to forests and is able to move through 4 owned forest tiles with only 2 max movement (each forest costs .5 movement)

I did find other aberrant behavior from roads in civ5 and unciv but i'll write that up as a separate bug. For the sake of this one all info should now be clarified to make a design decision for unciv.

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