You'd be suprised.
A very simple algorithm can be used for "connectivity", run this once over the map to find connected regions (consider such things as ROP, units, etc...), iow, the route finding is done ONCE for all units moving on a single area of rail.
If two tiles are part of the same RR region, it can be guaranteed a route can be found. And because the unit will expend 0 movement theres no need to even find the route, just move the unit!.
This is no longer true when using a mixed rail-nonrail movement (from rail to road to rail, or something) in which the full algorithm can be used, but if you think about how many of your unit movements are entirely on rail, then consider the AI is probably doing just as many, you'll figure out that a bit of time must be saved by not doing any route-finding for those units.
Ofcourse I can't say for sure that Firaxis HAS used such a system but it'd be a justifiable reason for infinite movement.
A very simple algorithm can be used for "connectivity", run this once over the map to find connected regions (consider such things as ROP, units, etc...), iow, the route finding is done ONCE for all units moving on a single area of rail.
If two tiles are part of the same RR region, it can be guaranteed a route can be found. And because the unit will expend 0 movement theres no need to even find the route, just move the unit!.
This is no longer true when using a mixed rail-nonrail movement (from rail to road to rail, or something) in which the full algorithm can be used, but if you think about how many of your unit movements are entirely on rail, then consider the AI is probably doing just as many, you'll figure out that a bit of time must be saved by not doing any route-finding for those units.
Ofcourse I can't say for sure that Firaxis HAS used such a system but it'd be a justifiable reason for infinite movement.
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