this change means the advantage goes to the attacker ie the one with initaitive. I think this makes some sense. what doesn't make sense is an army hop-scotching across foreign territory taking advantage of what are basically fortresses scattered across the land. bare hills still provide this function in a more limited way and that limitation is better for the game imo. if you have time to prepare-an-ambush ie fortify, the penalty is negated. maybe it's possible to make the fortification bonus conditional on terrain, but then the AI would have no idea. or perhaps it could be conditional on tile ownership. with this change I have already had more important battles out in the open because it wasn't possible to approach cities via defensible terrain, and I really like this change so far.
I agree with this, although would it be possible to keep some form of defensive bonus for archery units? That way you would replicate the process by which classical era armies had peltast and archer skirmishers to protect against ambushes - those units could act as the screen for a larger force of heavy infantry, cavalry and artillery who would fight for the cities. It would also simulate the vulnerability of classical armies if their skirmishers were destroyed by targeted enemy attacks.
The only question would be whether the AI could handle the need to field mixed stacks containing archery units, and keep them together if one unit gets a bonus from a terrain type and one gets a penalty.
another change I may make is to reduce the movement speed of most units and increase road speed to X3. the reason for this is the many, many instances where units path off the road while taking the shortest path to a destination. I have always found this irritatingly unrealistic. if I did this I would probably add some more pre-placed roads to the early maps.
I think a basic road speed of x2 would be perfectly adequate - the reason so many units path off the road is that a unit only seems to get 1 additional movement on a road. If a unit with movement of 2 got 4 moves on road then pathing off the road would largely disappear imo.
Also maybe set it so that crossing a river whilst on a road doesn't completely end the turn before bridge building, just takes a full move rather than 1/2 a move?
One bug I've noticed is that once Christianity splits into Catholicism, Arianism, Miaphysite and Nestorian, civs stop being able to build Christian wonders (e.g. Theodosian Walls) or found Christian shrines. I think that aspect of the game still needs a bit of work as the ERE is now a bit less rich to play when you can't build the big wonders.