Moving through water already significantly reduces movement speed. In my experience, the AI doesn't really care about such things, it will move through water anyway. The only way to avoid it is for the player to actively take control of his units and make sure they don't enter the water. So whether you cut movement by a thousand or a million, the player still has to intervene to stop his units from taking a dunk.What if it was possible to go in the other direction with this, since it is impossible to Stop the units from entering the "Water", what if the Movement Speed was something like "minus a thousand" in the water.
And even then, the AI will still move its own units through the water as well, but hey at least they aren't our units.
Not in my experience no. A unit forced to retreat will run through a river as fast as over open terrain.Do, retreating units become affected by the movement speeds of the Map, I can't remember.
Even this behavior can sometimes be buggy. Units forced to retreat around a building can get caught in what I call the building vortex and end up just running endless laps around the building. Since they are retreating and you cant halt them, they just marathon it forever, round and round we go.I do remember that retreating troops will not go through a structure, but around it.
Additionally, although a separate issue, units that are to big and try to walk between two buildings that are to close together can become wedged between the two buildings and get stuck in a similar vortex where they just keep walking, but not moving, and of course, their fatigue continues to go down as well. Plancenoit is notorious for this problem. It can also happen in Ligny and St.Armand, but neither are anywhere near as bad as Plancenoit.