Vincent_lacruz
Warlord
+1 movement is not impressive by itself, until you see the fine print of "no malus from terrain" (sorry, don't have the exact wording...). That means it won't lose all its movement points when entering rugged terrain or small rivers, and therefore you can unpack your units! Because that is a big weakness for comanders: if you have no movement point left, you can't discharge your units, and therefore initiative is useless...Personally i dont think it would make the militarist civs worse off. They would still get the free promotion/commendation regardless, on top of the above. It would probably be a buff for them tbh. You will want to build more commanders, and rush the "barracks" for production.
Hostile IPs are only a thing in the first era. The other 2 they just die in a few turns, as the AI has nothing better to do than march their armies over and kill them in the first 5-10 turns. They probably shouldnt start hostile in later eras tbh. At least not in a full campaign. I havent tried the later start settings. Maybe if you are lucky, youll have a commander near them when they spawn, and can block the AI off.
Farming xp from neighbors is doable, but if the first promotions are so easy to get, i dont see why giving a free point for new commanders after building a "barracks" in later eras is a negative against that.
On the topic of promotions, i would not be surprised if they move initiative deeper in the assault tree. Its just that good. Maybe they move it down to be like the logistics branch, and the +2 ranged and +2 melee are the first 2 options that go into initiative. They said in their stream that they are tracking this data, so i would assume they would change things up. The +1 movement is also very good, but i wouldnt consider it as strong as initative.
Most of the time you will battle in open terrain, sure, but some positions in rugged terrain and/or flooding plains are a hassle without that movement upgrade...
As for the other upgrade categories, the defensive one can be prety good too, including offensively. Being able to build fortification in one turn allow you to fortify directly next to the opponent city (keeping your close combat unit fresh while your siege unit soften the target), and boosted healing is nice too.