I was playing a game as the Brits in 1775 and I came upon a problematic movement situation. I was trying to move an army from Manhatten to Philadelphia. The movement logic showed the army move from Manhatten to Princeton straightforward but then the movement illogic decided that it was better to move from Princeton to Trenton and finally to Philly. I reset that move and then tried stepping it to Princeton first and then to Philly but still that crazy side move through Trenton. The next turn I was able to stop the move at Princeton and get a direct route to Philly without the illogical bypass through Trenton because the weather changed.
I've seen this nonsensical movement illogic in too many games where the program calculates the move by going into the easiest region to move to first rather than going into a region that takes longer yet is faster in the long run. In the example above the movement illogic wasted 6 days moving into Trenton rather than going straight into Philly which was muddy at the time so took longer. The movement logic needs to look at total travel time and should look at alternative movement routes to determine the fastest route overall. The movement logic should test movement paths that go through regions with a longer movement time that lead to quicker movement routes because it traverses fewer regions. The movement illogic should allow us to plot a move from one region to an adjacent one without silly sidetrips, just plain let us plot the movement path manually and logically on our own.
Omnius