So if I for example have a Scout on a tile and the tiles outside of Scout's vision range are hidden in the fog, if I plan the Scout's movement route to the tiles in the fog without actually moving the Scout, I still get information about the tiles, ie, if it's unpassable or how many turns it takes to reach a selected tile. This gives away unwanted information about the tiles in the fog and can be exploited. I hope you get what I mean. If not, I can provide some screenshots.