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Ford^Overlay: Costs for worst(best(a, b), c, d) terrain are worst(a, b, c, d) #4279
Some terrains' movement costs are best of, and some are worst of. For example ford,
Bug: the movement costs for
For this terrain,
Logging now because I'm not trying to debug this now, rather I was investigating whether movetype.cpp and help_topic_generators.cpp are more complicated than necessary, as they have recursive logic which might already be handled in terrain.cpp.