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Terrain Tunnels #6410
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To add a third dimension to the map, include a terrain implementation that allows units to go under map tiles (natural bridges, caves, etc.) Probably use a value that tracks how high a tile is, and where a unit is?
In lieu of #6357, It would be cool to have these just as easily destroyed, but suppose a nuke or chronoshift was used; how will the engine know if it wants to teleport/destroy the tiles inside or out?
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