Removed the Teleporting, units now progress across the map until they reach their destination, where they become available for a new destination. Everything is still manually assigned, and units will walk right across open spaces if it is directly between the unit and its destination, but i have the basic movement and destination structure implemented to hopefully start having the units plot and take a tile by tile path to their destination, avoiding obstructing terrain/units.
Movement is on the grid right now, hopefully i'll be able to do something with having a unit follow a ray to its destination (such that a unit moving diagonally on the grid isn't moving faster than a unit moving laterally on the grid)
On a different note i'm considering adding a bit more challenge to the airland building aspect of the game by having tiles exist in clusters. You might have a cluster of 3 tiles that cannot be separated from one another, they can be rotated and moved as a cluster. This would add an even greater value range of building pieces, and would put the player in a position where decisions are a bit more interesting. Such as an extremely high value tile that is clustered with 2 lower quality tiles, where before the player would simply discard the 2 low quality tiles, and keep the high value tile, now the player would have to consider the best way of utilizing the tile, and weigh the cost of having the 2 lower quality tiles against the benefit of the high quality tile.