how about limiting terrain-navigation1 to only added movement and add the combat modifiers to the second level of those terrainx-promotions?
I actually begin to like the concept of undead units centered around a necromancer/priest/summoner hero...
starts out as a weak unit of caster without any minions, then spells can add hitpoint/troops to bolster unit strength and survivability.
The central/essential caster gives the unit the innate ability to heal/expand itself and those near it.
This can be done in several ways probably.
My first thought functions like this:
1- create initial unit as 5% strength, allow self-heal-spell to increase unit health. iirc units at low strength have less models in the second wave, but the first wave remains.
2- allow healing of other undead units in same tile if at 100% health.
3- allow upgrading to larger_unit if at full strength AND enough XP/necro-skill.
4- larger_unit may also get free, more powerfull 'repair-undead' spell/ability.
-play around with the code/graphics used for great generals etc., it would be great to have the necromancer gesturing behind the battlelines.
This should also prevent a necromancer/priest model from joining in combat and dying, thus creating an incongruality should the unit survive anyhow.
-have unit-type choice when? Lock uittype at building the priest or upon first casting the 'repair' spell or at the first unit upgrade?
--maybe have the initial undead unit be a worker_unit equivalent -or a missionary,
allow a selection of specialized trooptypes to choose from when upgrading. (no XP limit here obviously at lv1)
Depending on the ease of producing the priest, this could allow for fast raising of many units and cultivation of lands, followed by
upgrading to fighting troops (as allowed by research) with money, potentially a very fast expansion.
note: larger_unit == a seperate unit_entry. Basically identical, but stronger and with more models. (not buildable)