When I right click to move my units they sometimes select the worse possible path instead of making the most out of their movement points, I hadn't made a post about this but its been around since 2A I believe. I put together a couple of screenshots that show how by right clicking and setting a destination the "computer" will make getting a goody hut from 1 turn like it should to unnecesarly moving through a forest making it an extra turn to get there.

The screenshot above shows something we regularly see in this Beta, a "goodie hut" in the form of a canvas sack marked by the red X. We can see my sovereign which has a movement of 3 and is accompanied by a summoned spy to help decide which way he could get the goody faster 

So after they analyzed the situation they noticed the type of tiles they had close by. The goodie hut is actually in a hill but that also counts as 1 movement point.

So after pondering the situation these are a couple of the possible paths you could take. Right now I'd have to micro the movement square by square in order to follow the optimal path, whereas if I just lazily click on the goody hut then it goes through the forest very inneficiently and effectively wastes a chance to grab that delicious goody.

Above you can see that I went the lazy way and they decided to go the long way instead of capturing the loot in that same turn. Now the poor spy gona have to die cause he ill advised me 
BTW Im just trying to be humouros, this is no attempt at making fun or anything
I got no idea how to even begin doing a code for pathing, and I'm sure theres so much going on that something like this might get overlooked so hoping this helps.