Follow-up Comment #1, bug #25067 (project freeciv):

Thinking about this a bit more, the obvious thing would be to calculate real
polar distance, yielding a circular range on all topologies. But
pythagorean_diagonal has no effect on hex topologies (as there are no diagonal
moves); currently the paradrop range is hexagon-shaped there; so it would be
inconsistent to make it circular.

Defining the paradrop range be the set of tiles you could get to with the
equivalent number of movement points (approximately) and no terrain costs
would be consistent. That would give a square for rectangular maps, a circle
for square+pythagorean games, and a hexagon for all hex maps. This can be
implemented by checking for (!hex && pythagorean_diagonal) in paradrop range
calculations.

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