If we want to get sight on their capital we should just move 1S. That's pretty obvious. I was semi-wrong about the teleporting thing though.
Basically the game examines eligible post-teleport destination tiles, and the distance from each tile to the starting tile is twice as weighted as the distance to your nearest city, and the tile with the lowest such score is the destination tile.
If we move 1S and then get teleported, most likely we'd get teleported 1NE but possibly 1N depending on whether that's the same cultural ring of our capital (if cultural rings extended that far) as the 1NE tile.
RefSteel Wrote:In all cases (for land units) find your nearest city (on the same landmass) to the teleporting unit's starting point. Then check the tiles near that unit and on its landmass that are in (still-)friendly or neutral territory (and not peaks). Each of those tiles is a certain distance from (i.e. in a certain "city borders" ring for) your unit and a certain distance from the "nearest city." Start with the distance from the tile in question to the unit's "nearest city," then add twice the distance between the possible-target tile and your unit - i.e. a tile at seventh ring from your city and third ring from your unit scores 7 + (3 X 2) = 13! The tile for which this score is the lowest is the one to which your unit will teleport. Ties are broken in favor of more southerly tiles, and further ties broken in favor of more westerly tiles. (Note that both tiebreakers work according to the map's coordinate system, which can cause surprising results alongside the line of world wrap.)
A couple other notes:
1) You can never teleport to a shrouded (unexplored) tile by closing borders; unlike in a border-pop teleport, the unit does not teleport one tile at a time, but jumps to its destination in a single bound. You can teleport over shrouded tiles, peaks, or water, so long as the destination tile is on the same landmass as the teleporting unit. If there's an enemy unit on the tile to which your unit would be teleported however, additional teleportations (of the declarer's unit or units) may occur, which possibly could carry those units onto what had previously been an unexplored tile.
2) Right, so this stuff about the nearest city ... what if you have several cities at nearly the same distance? Which one is the "nearest" city to a given teleporting unit?
Well, it's the city (on the same landmass) closest to the tile from which the teleporting unit starts - the city in whose smallest imaginary cultural ring the unit would be, regardless of the path between them. If there is a tie, it is broken in favor of the city that appears nearest the top of your city list - thus, among self-planted cities, the one you planted earliest among those at the same "city-ring distance" from the unit. Note that even if there is a "shorter route" to (or "lower score" target tile near) a different city at the same actual distance from the unit, the "nearest city" is the one that matters for teleportation purposes.
Basically the game examines eligible post-teleport destination tiles, and the distance from each tile to the starting tile is twice as weighted as the distance to your nearest city, and the tile with the lowest such score is the destination tile.
If we move 1S and then get teleported, most likely we'd get teleported 1NE but possibly 1N depending on whether that's the same cultural ring of our capital (if cultural rings extended that far) as the 1NE tile.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.