What is with path-finding in Elemental? It has been terrible all the way along. If a unit or stack has a choice of moving two squares in the open or one square in a forest it will take the one square option all the time. I don't get it. This seriously needs to be looked at.
Another instance was I had a caravan I was sending through a forest to arrive at another city. One square away travelling in the same direction was a road. Guess which option it took out of moving one square or four squares? Yep, the one square per turn option.
This doesn't just affect the game-world but tactical battles as well.
As an experiment I attacked a city that contained heaps of units (I'd be guessing about 50 or so) with my 12-stack. All I had to do was move my units into the fenced off field blocking the AI map access to my weak units. The AI got confused and instead of attacking it just kept walking its units to and fro never closing the gap to engage in melee. I had a stone giant unit so all I had to do was cast the avalanche spell (or whatever it is called) every 3 turns. All enemy units wiped out without a single casualty.
I think units should have a much better objective tree:
1. If I can reach my primary target then do so.
2. If I can't reach my primary target is there a secondary target?
3. If I can't reach a target where can I go to advance my position?