Maybe it is intended, but I do find it surprising: with certain configurations of naval yard and shore line, a newly built naval unit can become trapped between the shore and the naval yard, unable to move. The only way to get the unit to move is to get rid of the naval yard.
I am unsure how this could be solved. One possibly easy solution could be to not let naval yards block their own units. It would make sense: units are able to exit the yard in basically all directions, so I don't see a reason why they couldn't move through it (again).
Another, but imho worse possibility would be to check the place where the unit is created/exits and don't select places like that. On the other hand, this opens the question what should happen to 'dead water' which is 2 squared wide, or 3, or 4 ... and where to stop.
Maybe it is intended, but I do find it surprising: with certain configurations of naval yard and shore line, a newly built naval unit can become trapped between the shore and the naval yard, unable to move. The only way to get the unit to move is to get rid of the naval yard.
I am unsure how this could be solved. One possibly easy solution could be to not let naval yards block their own units. It would make sense: units are able to exit the yard in basically all directions, so I don't see a reason why they couldn't move through it (again).
Another, but imho worse possibility would be to check the place where the unit is created/exits and don't select places like that. On the other hand, this opens the question what should happen to 'dead water' which is 2 squared wide, or 3, or 4 ... and where to stop.