Follow-up Comment #2, bug #23782 (project freeciv):
_It is caused by slow_invasions being set to TRUE by default since civ2's
game.ruleset doesn't mention it._
It will be set explicitly with patch #6229. But it won't be changed.
_I don't know if setting slow_invasions to FALSE would cause other civ2
compatibility issues._
Civ 2 took all remaining movement on embarking. If slow_invasions is set to
FALSE a fast unit will be allowed to board a ship, be moved by it, disembark
and keep moving in the same turn. If it is set to TRUE strategies that
involves loading fast units on a ship, waiting a turn and then unloading them
so they can act (attack, spy, etc) the same turn will be broken.
_ Specifically, do different units behave differently in civ2 in this respect,
while we have only global slow_invasion setting?_
Should the BeachLander unit type flag be back ported to 2.6 if they did?
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