Era of Miracles fantasy mod - developer diary

So, in a small city, each pop point requires less food, but provides lower yields. In a large city, each pop point requires more food, but provides higher yields.

You have the trend correct. What I'm doing in my post is walking through the math a little. There is certainly room for mathematical error here (my workup is somewhat simplified). But the math says that that population points in big cities cost a lot more (7x) then their added productivity from buildings. You simply can't get 7x productivity from each citizen in large cities, even if you add all buildings. This is the reason that the base game has to so severely punish small cities: this is necessary to balance the outrageous penalty against large city population points.

then that would tend to massively favor large cities
Yes, I think you begin to see how massive that change really is. To balance, I can then remove a lot of the current punishments against small cities. Basically, I have to to get back to any semblance of balance. But I really didn't like these anyway (from a flavor perspective) so that makes me happy.

... then I would expect to see a few very large cities that build all the infrastructure and tried to be as large as possible, where all the production took place, and then lots of size 1 cities all over the landscape that were just taking up space and capturing terrain, and I wouldn't bother building structures in those cities (wouldn't be worth the hammer/maintenance costs). That would seem to me to be unambigulously the best strategy in such a situation.

Do you agree? Is that your desired goal?

Yes, that's it! Or pretty close anyway. If I can fine tune it correctly, there will be some gradient of city sizes (not all 1 or huge), though I do want to see a lot of cities around the 2-4 size. Also, the "all over the landscape" part is subject to fine tuning.

Even if you disagree with the desired result, I'm glad that you can basically see how my changes move things in a certain direction.

If you ask me why I want this, it's really all aesthetics. I want to have a fantasy setting that has villages or towns (like Bree in LOTR) that are surrounded by woodlands. Something that at least feels like an ancient or medieval setting. The powerhouse civs will of course have one or several powerful cities. If you think that is a radical idea, wait to you see what I did to the tech tree.
 
2011-10-25

A lot of things to answer again :)

Ahriman said:
I don't understand the value of the village founder mechanic (to me great people should have 2 abilities, like the existing ones, either an effect or an improvement creation), but I'm trying to be less negative ;)

Well, I'm just going to replace all the GP improvements by one that gives a little bit of everything. And I don't know what should be the other use of the Village Founder... I want the AI to build villages too, so if I set this unit's AI to UNITAI_WORKER, I hope they will do it. I've never seen any GP improvements built by the AI in vanilla game...

You could rename the village to "town" and "town founder" or "colonist" or whatever, have the gold-bearing improvement be trading post or cottage, and have the gold-building be trading post.

Hmm, I think I like Villages better, for me towns mean small cities, one of the buildings will be called Town Hall (I know I can rename it to City Hall, but somehow Town Hall sounds better for me in a fantasy game).

I'm not fond of bead maker because it is very narrow. Beads aren't a culturally universal thing, and it starts feeling odd for all kinds of different factions and races to have beads as the foundation of their economy. Beads are also a very very small part of any economy, so it feels weird for it to be the main economic building of the early era. Whereas trading post is more generic. "Barter hall" or something could also work.

Beads are just an example, but different forms of things that were used for body ornamentation were an important aspect of most of the prehistorical societies. Also, we're talking about a fantasy mod here, so it doesn't have to resemble the real world history. And by no means I think bead making was a "foundation of economy". It's just a building that gives a small amount of gold, there are other early sources of gold as well (rivers, sea, resources, and trade routes when you have the tech to build roads), and economy is a much broader term, it includes the food and productions concepts used in civ games.

I prefer to have more "flavorful" building names, "Trading Post" or "Barter Hall" sound too generic to me. So if you want me to abandon the "Bead Maker" idea, you should propose something "flavorful" as well, if you know what I mean.

Another possibility would be to make "market" the first one, and then have a "great market" or "forum" or "agora" or "souk" or "caravanersai" or "trade center" or whatever as an intermediate step between markets and banks.
A market is just somewhere that trade is conducted, and we have had markets since the very first cities.
A market doesn't even require currency, you can still have barter in a market.

Caravanserai sounds like a good building or improvement for the Azrac civ, as it's the only civ that can research the Caravans technology, and it needs something to be built on Desert... So perhaps Caravanserai can be a building that can be built by the Azracs only when the city is placed next to Desert. I'm not sure how their Desert improvement should be called in this case, perhaps something like Caravan Post.

Agora and Forum can be the unique buildings of the Archons, which are based on the Greco-Roman history.

The Market comes before Currency indeed, but maybe I'll rename Currency to Coinage, because currency is a very early concept as Pazyryk pointed out.


About the city growth cost: I think I'll reduce the effect of increasing size of the food basket somewhat, but won't make it entirely flat like Pazyryk did.

About the policy cost per city: I think it makes sense, because when you have more cities, you can build more cultural buildings, so the policy cost should balance this effect somewhat. I can think about reducing the impact of number of cities on policy cost, but not about removing it entirely.

About the unhappiness from number of cities and population: In the normal game, you get the same unhappiness from number of cities and from population at city size 3 (or even less on large maps). In my mod you'll get it at size 20, and it's not a very rare thing to have cites with more than 20 citizens, especially in late game. Also you can get extra happiness from many "per city" sources (like buildings and policies). So unhappiness from population is still an important factor, but not so overwhelming as in the vanilla game.

So, when deciding where to found a city, the potential population is an important factor, but not the only one, making cities that have lots of population but are not very productive and don't have any important resources doesn't make much sense. I don't think placing cities is a no-brainer in my system, actually it's very important where to found a city, because you won't be getting the next Settler for a long time...

Ahriman said:
Another thing with limiting settlers; the AI is really, really bad at protecting its settlers from barbarians, and this would be even worse if there is more wilderness. So with this system you would probably need to make settlers able to defend themselves.

Well, if they fail to found a city they will still have the excess happiness, and they will get the next Settler sooner, so I don't think it's a big problem.

[Another thing on wilderness and barbarians that could be considered; increase terrain costs of tundra and deserts to 2, and have barbarians that spawn in tundra/desert have an arctic/desert survival promotion respectively that lets them move normally in home terrain.]

The terrain movement costs will be changed for sure, at least for Desert and Snow, I'm not sure about Tundra, but it's possible that I'll make it 2 for Tundra and Desert and 3 for Snow. About Barbarians getting the terrain promotions: the best thing would be having different types of barbarian units appearing on different terrains, but it's not something that I'm going to implement in the first version, making LUA scripts that add more flavor to the game is a good thing, but it will have to wait, because I want to create a "minimal playable version" of the mod first, with LUA used only when necessary, so I can release it to the community and get feedback.

If there was a combination of low unhappiness per city and a flat or only very slightly increasing food cost per population point, then I would expect to see a few very large cities that build all the infrastructure and tried to be as large as possible, where all the production took place, and then lots of size 1 cities all over the landscape that were just taking up space and capturing terrain, and I wouldn't bother building structures in those cities (wouldn't be worth the hammer/maintenance costs). That would seem to me to be unambigulously the best strategy in such a situation.

You're right, and this is what I want to avoid by increasing the unhappiness per city.

Pazyryk said:
If you think that is a radical idea, wait to you see what I did to the tech tree.

I'm eager to see this too, you seem to have very radical ideas, my mod seems quite "conservative" compared to yours...
 
you seem to have very radical ideas, my mod seems quite "conservative" compared to yours...

I have some financial advice, if you would like to hear it.

Really, I just want to push in the direction of experimentation. You have enough far out ideas too. Try them. If they don't work, then change it.
 
I have some financial advice, if you would like to hear it.

Really, I just want to push in the direction of experimentation. You have enough far out ideas too. Try them. If they don't work, then change it.

I prefer to have a playable base version of the mod first, and then start trying more radical ideas...
 
Long post.

Spoiler :

But the math says that that population points in big cities cost a lot more (7x) then their added productivity from buildings.
No it doesn't. Food is not the only cost of an extra population point (there is also unhappiness), and food is not provided in a linear fashion. A size 10 city will tend to produce much more excess food per turn than a size 1-2 city.
There is some scope for tuning the food requirements, but this is modest tweaking. VEM I think strikes a good balance; it changes how Maritime city states work, so there is a fixed amount of food per maritime city state per era, and this is divided among cities proportionally according to city size so that bigger cities get more (also capital gets more, and puppets get less).
[Maritime city states are a big part of the vanilla balance problem that favors small cities, because they make small cities grow so incredibly fast.]
VEM reduces the food costs of extra citizens slightly for every large cities, and it makes buildings and tradition policies boost food a bit more. These changes (with a few others) already make the balance tilt towards a tall empire design rather a wide empire, so radically changing the food requirement per pop is not needed.

Yes, that's it! Or pretty close anyway.
Ok. To me that is not a good goal, because it makes it too easy to sprawl across the landscape, building more cities is always good. I think that actual cities should just be the main cities, and that villages/towns etc. should be modeled by citizens from those cities working tiles with improvements on them.

I want to have a fantasy setting that has villages or towns (like Bree in LOTR) that are surrounded by woodlands.
Couldn't you do this by having village or towns improvements that are surrounded by forested tiles?
* * *
Well, I'm just going to replace all the GP improvements by one that gives a little bit of everything.
That seems to make the game less interesting. I think the game is more interesting if there are multiple different specialist types and if they each give different great people that do different things and have a different strategic role. So, a sage specialist might give a great sage that let you build Academies that produce science or magic, a priest might let you get great prophets that build holy shrines, an engineer might let you get great builders that produce a manufactory, etc.

I've never seen any GP improvements built by the AI in vanilla game...
I mostly only play VEM, but I see the AI build GP improvements all the time.
I think this may be to do with the flavor values assigned to the improvements or the abilities, and to the fact that the great scientist lightbulb ability is too strong in vanilla (VEM fixes this; it gives a fixed number of beakers depending on era).

And by no means I think bead making was a "foundation of economy".
This is not a big deal at all to me, you should use whatever name you like.
All I meant was that if there is only one economic building in an era, that building should be about something that is fairly central to the economy. Think about the vanilla buildings; market, bank, stock exchange. Those are all really important, they are central trading places. A place where only a single minor commodity is traded probably isn't worth being its own building. So I think something generic is probably appropriate; to me, economic buildings should be representing the important things in the economy, food buildings should be representing the important parts of food supply (like granary), production buildings should be representing the important parts of production (workshop, mill, factory), etc.. All I meant by the universal thing is that you want something that makes sense in the context of all the different factions that will have that buildings.
I made a few suggestions before, another possibility might be "fair" or "fairgrounds" (think of some of the medieval fairs in Europe that were important for trade).
I still think that "trading post" is the best name for an early game economic building.

Caravanserai sounds like a good building or improvement for the Azrac civ, as it's the only civ that can research the Caravans technology, and it needs something to be built on Desert... So perhaps Caravanserai can be a building that can be built by the Azracs only when the city is placed next to Desert. I'm not sure how their Desert improvement should be called in this case, perhaps something like Caravan Post.
Caravanserai might fit even better as the improvement; often these were inns out in rural areas that looked after trade caravans on their way. If you're going with a semi-arab theme, souk could be their city building.

Agora and Forum can be the unique buildings of the Archons, which are based on the Greco-Roman history.
Sounds good. I like the Age of Wonders stuff.

About the policy cost per city: I think it makes sense, because when you have more cities, you can build more cultural buildings, so the policy cost should balance this effect somewhat. I can think about reducing the impact of number of cities on policy cost, but not about removing it entirely.
I think a good balance is 15% per city, dropping to 10% per city with a policy (that also does something else too).

the best thing would be having different types of barbarian units appearing on different terrains, but it's not something that I'm going to implement in the first version, making LUA scripts that add more flavor to the game is a good thing, but it will have to wait, because I want to create a "minimal playable version" of the mod first,
I agree that this is a very low priority issue. I would tend to argue that a promotion method is simpler than creating separate units, because it means you don't need lots of artwork. But separate units might work particularly if they are actually different races of creature in different climate zones.

* * *
I prefer to have a playable base version of the mod first, and then start trying more radical ideas...
Yes! One thousand times this. This is all I am really trying to say. I think you have a ton of cool ideas and I'd love to see them in place, but I think the most exciting elements of a mod like this will be all the fantasy stuff. Tuning the economy and growth can come later.
 
I think Ahriman and I are like the the little angel and devil you see in cartoons whispering in someones ear. Not saying which of us is which...
 
I think Ahriman and I are like the the little angel and devil you see in cartoons whispering in someones ear. Not saying which of us is which...

Sounds about right :lol:
Both of us should probably be quiet for a while and let Pawel work on an alpha.....
 
2011-10-26

Keep them coming, your comments are inspiring, and also I don't have to think about what to post today, when I can just answer them :) Angel and devil... yes, hearing opinions from different points of view is a good thing (sorry for being banal).

Ahriman said:
That seems to make the game less interesting. I think the game is more interesting if there are multiple different specialist types and if they each give different great people that do different things and have a different strategic role. So, a sage specialist might give a great sage that let you build Academies that produce science or magic, a priest might let you get great prophets that build holy shrines, an engineer might let you get great builders that produce a manufactory, etc.

There are multiple different GP types, but they can't build improvements - well, one of them - the Prospector - can, but it's a temporary improvement that is used to search for new resources, also the Great Artist can build an improvement, but only for one civ. Other GP types can't build them, but they have other interesting effects, like being combat units (heroes).

another possibility might be "fair" or "fairgrounds"

I think Market represents this kind of places, but maybe it can be an unique building for one of the civs...

Caravanserai might fit even better as the improvement; often these were inns out in rural areas that looked after trade caravans on their way. If you're going with a semi-arab theme, souk could be their city building.

Fine then, I'll do as you suggest.
 
There are multiple different GP types, but they can't build improvements - well, one of them - the Prospector - can, but it's a temporary improvement that is used to search for new resources, also the Great Artist can build an improvement, but only for one civ. Other GP types can't build them, but they have other interesting effects, like being combat units (heroes).
Ok, I'll see how it plays. I worry a bit about the AI's ability to manage the prospector; that is one nice thing about always having a great improvement available, in that you can make the AI always use that and get some benefit from the great person.
A military great person from civilian specialists is interesting; is the idea that priest specialists might make a great prophet who is like a super-priest unit?

I think Market represents this kind of places, but maybe it can be an unique building for one of the civs...
I've forgotten all the civs; maybe a classic medieval European one?
Yeah, marketplaces are pretty similar. The only difference is that a marketplace is usually something where there is always or often is business and trading activities, whereas the fairs were more special occasions that were temporary but extra-big.
In the Middle Ages many fairs developed as temporary markets, and were especially important for long-distance and international trade, as wholesale traders travelled, sometimes for many days, for pre-arranged fairs where they could be sure to meet those they needed to buy from or sell to. They were usually tied to a special Christian religious occasion (particularly the anniversary dedication of a church). Tradesmen would bring and sell their wares, even in the churchyards. Such fairs might then continue annually, usually on the feast day of the patron saint to whom the church was dedicated.
http://en.wikipedia.org/wiki/Fair#History
 
I worry a bit about the AI's ability to manage the prospector

They will just build that improvement with it (it gives some science, so it's an attractive thing to build), and get a resource discovered automatically some turns later, so it's nothing difficult for the AI.

A military great person from civilian specialists is interesting; is the idea that priest specialists might make a great prophet who is like a super-priest unit?

I'm not sure about the Priest specialist and Great Prophet, perhaps the Great Prophet will be used to build a special religious building in a city or start a golden age or maybe do something else. But Great Mages will be combat units, and also the Great General will be a unit that can attack, instead of just providing bonuses to nearby units (the details of these units will depend on civ, for example the Elves will have Great Archers instead of the general, or maybe as an additional hero type). Some buildings can provide Great General points, so experience doesn't have to be the only way to get this unit.

About the Fair(grounds): I know what it is, you didn't have to remind me ;) The Griffites are something like a "classic medieval European civ", so they can have it.
 
If you want interesting maps with large expanses of jungle (as well as deserts, mountains, and so forth) try PerfectWorld3 or Tectonics. These should work well with the terrain-focus of fantasy civs. They are also much more interesting than any of the base maps, which I find too bland to really want to play.
 
It sounds like it might be harder than you'd think to get the jungles zones.

http://forums.civfanatics.com/showpost.php?p=11001807&postcount=29

Why? I already made the change that allows Jungles on grassland and it works well - lots of Jungles appear on the map, and the terrain below them is changed to Plains (although I'm not sure if it will work like this in the mod, maybe I'll remove the part that changes the terrain to Plains or make it random, so Jungles will be both on Grassland and Plains with "yield not additive" like Forest).

@Pazyryk: I'll check out these map generators for sure. I'm going to make my own one, actually I already made it, but it's just a slight modification of Fractal - I'm going to make it much more interesting, possibly by using some ideas from other map scripts...

2011-10-27: Civ #14 - Dwarves

It's not a surprise at all that the Dwarves are good at mining, but instead of increasing production, I decided to give them +1 food from every Mine (due to eating mushrooms and other food coming from the depths of the earth). This allows them to have large mining cities in hilly areas. They also get +50% quantity of mined strategic resources (Iron, Coal and Mithril). Their units get a combat bonus and double move in Hills, and can enter Mountains. My current ideas about the Unique Buildings are the Miners Guild, which doesn't replace any standard building, can be built only when the city is near a mineral resource, and increases happiness and production, and an improved version of the Fortress, a late game defensive building.
 
Why? I already made the change that allows Jungles on grassland and it works well - lots of Jungles appear on the map, and the terrain below them is changed to Plains (although I'm not sure if it will work like this in the mod, maybe I'll remove the part that changes the terrain to Plains or make it random, so Jungles will be both on Grassland and Plains with "yield not additive" like Forest).
Great, if you have it working well that is fantastic. But it seemed like Thal was saying it is not-so-easy to have the terrain under the jungle *not* become Plains? But I don't understand how this stuff works, so I will leave it to your expertise.

It's not a surprise at all that the Dwarves are good at mining, but instead of increasing production, I decided to give them +1 food from every Mine (due to eating mushrooms and other food coming from the depths of the earth).
Interesting. Could be a very big bonus. Will be fun to test.
Maybe as a downside they should have very limited access to cavalry units?
Are you going to have a late-game gunpowder arquebus unit, or cannon? Would that be a dwarf thing or a general thing? Or outside the flavor you're going for?
 
2011-10-28

Great, if you have it working well that is fantastic. But it seemed like Thal was saying it is not-so-easy to have the terrain under the jungle *not* become Plains? But I don't understand how this stuff works, so I will leave it to your expertise.

Changing the terrain to Plains is in FeatureGenerator.lua (AdjustTerrainTypes function). It's not a problem for me to change this.

Interesting. Could be a very big bonus. Will be fun to test.
Maybe as a downside they should have very limited access to cavalry units?
Are you going to have a late-game gunpowder arquebus unit, or cannon? Would that be a dwarf thing or a general thing? Or outside the flavor you're going for?

Yeah, they shouldn't have traditional cavalry at all, but something like a Boar Rider instead... There will be Musketeer* and Cannon units, available not only to Dwarves, but to a few other civs too. I forgot about the Dwarven unique units in my last post. They will have Ironclad, the strongest naval unit in the game but slow, and perhaps unable to enter Ocean (I haven't decided about it yet). I'm also thinking about giving them a Steam Tank (like the AoW2/SM unit). They should also have other, not so technologically advanced unique units, like Axeman and Berserker (but these will be probably available to other civs too, like the Snobar).

* For now I'm using Musketeer instead of Arquebus because there is a unit called Musketeer in AoW1. But I can change it if you convince me ;)
 
Yeah, they shouldn't have traditional cavalry at all, but something like a Boar Rider instead...
But should probably be weaker than traditional cavalry? I'd also be careful about double-move in hills. I think dwarves should be good hillfighters maybe with extra strength, but I'm not sure that mobility should be a dwarven advantage.

I went through a lot of this thinking for the Warhammer Fantasy mod, trying to make a whole bunch of races in a total conversion quite different but still balanced. One thing I think is important is that each civ have some area they are weak in. This happened through a combination of mechanics; UU replacements, some of which were weaker than the core unit, UBs, some of which were weaker, tech access, global benefits or penalties, religious modifiers, etc.

Another way of doing balancing is to have empire-wide modifiers. For example, in Warhammer High Elves had very powerful individual units (they had an extra movement point!), but they had a food production penalty in every city and a production penalty. We used a racial promotion that gave +1 movement (and +1 first strike chance) for high elven units, and had a racial building (High elven population) that appeared in every high elf city. This made elven armies feel more elite; they had powerful units, but only a few of them, and tended to do a lot of hit and run.

Goblins had a food bonus in every city, but every goblin unit had a strength penalty (or just lower strength). Vampires had weak core units of peasants or undead, but limited numbers of powerful vampire elites. The Tomb Kings (Egpytian undead) had weak units that had a chance of ressurecting themselves in the capital when killed, and their within-border terrain slowly converted to wasteland. Dwarves had very tough heavy infantry and good siege units (bombard as a trebuchet UU replacement), but had limited mobility and weak cavalry and limited magic access.
The human races were the most generic, primarily just with some UUs. etc.

there will be Musketeer* and Cannon units, available not only to Dwarves, but to a few other civs too. I forgot about the Dwarven unique units in my last post. They will have Ironclad, the strongest naval unit in the game but slow, and perhaps unable to enter Ocean (I haven't decided about it yet). I'm also thinking about giving them a Steam Tank (like the AoW2/SM unit). They should also have other, not so technologically advanced unique units, like Axeman and Berserker (but these will be probably available to other civs too, like the Snobar).
Sounds good. Musketeer is fine.
"Slayer" might be better than Berserker, if you don't mind using some Warhammer flavor.
 
But should probably be weaker than traditional cavalry?

Yes, it should be weaker and slower, but get double move in Forest.

I'd also be careful about double-move in hills. I think dwarves should be good hillfighters maybe with extra strength, but I'm not sure that mobility should be a dwarven advantage.

You're right, the double move in hills can be available only as a promotion. I'm not sure about the ability to enter Mountains, should it be available for all infantry units from start?

I went through a lot of this thinking for the Warhammer Fantasy mod, trying to make a whole bunch of races in a total conversion quite different but still balanced (...)

Interesting ideas here about making the races unique, I'll have to think about such things more, making the races/civs more different is one of my goals, but maybe some of these changes will be added later, as I'm not going to implement very radical ideas in the first version.

"Slayer" might be better than Berserker, if you don't mind using some Warhammer flavor.

I'm not familiar with Warhammer, and Slayer doesn't seem to me like a good name for a Dwarven unit. My main source of inspiration is AoW, where they have Berserkers.
 
Yes, it should be weaker and slower, but get double move in Forest.
I dunno... again, feels out of flavor for dwarves. Forest mobility makes more sense for elves.
I'd just make the boar riders 3 movement, vs 4 movement for other mounted units.

the double move in hills can be available only as a promotion
Seems like it fits on a Guerilla promotion to me, available to anyone, that comes with a hill strength bonus.

I'm not sure about the ability to enter Mountains, should it be available for all infantry units from start?
I'd restrict it to just some scout units and flying monsters (though many flying monsters are probably better modeled as aircraft; in Warhammer we had big monsters like dragons and griffons as normal combat units that could fly, and weak ones like harpies and pegasus riders that were like aircraft). Its an incredibly powerful ability because units in mountains can't be attacked by melee units that can't enter mountains.

but maybe some of these changes will be added later, as I'm not going to implement very radical ideas in the first version
This is absolutely the right way to go. The most important thing by far is to get an alpha up and running that is stable, and to try to flesh out the core units, buildings, tech tree, improvements, etc.
All the UUs and UBs and UAs can be added later, they can just be placeholders to start. Faction variation and balance and flavor comes later.

I'm not familiar with Warhammer, and Slayer doesn't seem to me like a good name for a Dwarven unit. My main source of inspiration is AoW, where they have Berserkers.
Berserker is fine, it encapsulates the main idea.
The Warhammer dwarven slayers are Trollslayers, Giantslayers and Daemonslayers. They're related to Warhammer lore; basically dwarves who are shamed can swear oaths that have them spend the rest of their lives fighting monsters to try to expiate the shame.
http://warhammeronline.wikia.com/wiki/Slayer

Just keep in mind that AoW is drawing from Warhammer in a lot of its material, Warhammer is one of the older modern fantasy sources, and then Warhammer is plundering Tolkein and other sources, who are all plundering norse and celtic mythology, etc. etc.
 
I dunno... again, feels out of flavor for dwarves. Forest mobility makes more sense for elves.
I'd just make the boar riders 3 movement, vs 4 movement for other mounted units.

Except racial flavor, there can be also flavor associated with individual units. Boars are forest creatures, so they should be able to move faster in forest. So I think it will be 3 movement, and double move in forest.

Seems like it fits on a Guerilla promotion to me, available to anyone, that comes with a hill strength bonus.

Yes, except that I won't call it Guerilla because this name doesn't fit in a fantasy game IMO. The Dwarves will get "Hill Combat", which only gives a combat bonus in Hills, for free. "Hill Climbing" will give double movement in Hills, and "Mountaineering" the ability to enter Mountains.

I'd restrict it to just some scout units and flying monsters (though many flying monsters are probably better modeled as aircraft; in Warhammer we had big monsters like dragons and griffons as normal combat units that could fly, and weak ones like harpies and pegasus riders that were like aircraft). Its an incredibly powerful ability because units in mountains can't be attacked by melee units that can't enter mountains.

I didn't plan to use any aircraft-like units, but now I think units like Eagles can use this mechanics (but not Pegasus Riders and Harpies, these should be normal flying units that work like helicopters, and maybe even be able to enter water tiles, if I figure out how to do it).
 
It's nice to use the Air unit mechanic for some "flying" units. If for no other reason, the mechanic is in place with functional AI. I'm messing with the idea of a dragon that transforms between an air unit and a normal ground unit. Really two units with Lua function to switch between (and Lua logic to tell the AI when to do so). It's a lot of work but I like the idea of dragons strafing units and cities (like a bomber) but also moving about the landscape and fighting as a ground unit. (I haven't implemented any of this... it's just idea at this point.)
 
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