If there is a graphical representation of the tiles you can travel to, then there won't be any calculation to do. And travel paths would be more realistics.
I can build a unit that moves three squares/turn in nine turns, and a unit that moves two squares/turn in five turns. The enemy city is nine squares away, six horizontal/vertical, three diagonal. It isn't immediately obvious which choice is the better option. That is a problem that isn't solved by any graphical system.
There's also this problem, which I flagged in the last post: it artificially inflates the value of units which have a number of movement points equal to some multiple of sqrt(2) or n + some multiple of sqrt(2). Other units -- especially those with a number of movement points close but not equal to some multiple of sqrt(2) -- are forced to waste movement points to move diagonally, making them substantially slower than they should be given the absolute difference in movement points between them and units with some multiple of sqrt(2) or n + some multiple of sqrt(2) movement points.
Furthermore, given that the only significant basis for the gripe is 'realism' the system proposed isn't any more realistic given that it still doesn't accurately represent distance between squares separated by both horizontal/vertical and diagonal squares.
The same problem was in civ and? We learned to play with it, but it doesn't make it a good design decision.
Seriously ... 3 turns instead of 5 turns in a strategic game IS a gameplay problem.
At the least, it means that it isn't a disastrous gameplay decision, and that players can cope with a one-square-one-turn system. In fact, that no one has ever persuasively made this complaint during the decades of 1-square-per-turn games means that it probably isn't even a bad decision. No one's visual sensitivities are so ingrained that it actually inhibits their ability to strategize.
Also, insisting that '3 turns instead of 5 turns' is a problem prejudges the question, since it presupposes that it should be five turns and not three. Strategies will conform to the mechanics.