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You've probably already thought of this, but the "movement budget" could maintain a residue - e.g. your first diagonal would take 1.4 or 1.5 "moves" (so you'd need speed 2+), your second diagonal in a turn would use the leftover (so you'd only need speed 3+), etc.

There'd still be edge cases around e.g. difficult terrain or talents that consider "standard move" and "boost" movement differently, I admit, but those ought to be pretty minor?

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It does create complexity and additional calculation at the very least. That's assuming you're past the conceptual stage that is generic enough not to create a ton of corner cases. The pathfinding phase is already the most heavy loop in the game as far as I can tell, and going with alternate calculations can push that calc time up significantly. Which means that it would need to be optimized, which requires a higher skill floor and possibly delving chunks of the game out of the core scripting functions into custom C++ code. Donald Knuth says premature optimization is the root of all evil, but also that you DO need to optimize that critical 3% of the code that really needs it. I think it isn't clear yet that my pet peeve here should be part of that 3%, or that even if is, if the time is ripe for the optimization pass. EDIT: Forgot C# is also a choice in Godot. And probably a better one in a turn based game.