You are right about fortifications, but mobile units have a few difficulties to deal with, even after Mountaineering (as long as formations are important, you are not free to form them on these grounds; tactical movement is severely restricted for non-ski units, mounted combat is nearly impossible regardless of the type of mount). Of course, with mobile combat these would be difficulties for both sides, plus an increased likelihood for sneak attacks for either side. In short: permanent fortifications on peaks are very defendable but a unit on the move will have difficulties no matter if it's attacking or defending.
If the defender see the enemy coming then I would say that the terrain is always a huge bonus for the defender in mountain terrain, remember that the enemy will also have to abandon any formation when attacking in mountainous terrain while the defender will have time to set up a makeshift defensive formation in a terrain that they have a better awareness about than what the attacker that is just arriving the battle location possibly could have.
It might be cool with some special sneak attack promos meant for attacking units in mountains, but I don't think we can differentiate sneak attack combat bonuses by terrain atm.
Additionally, there is currently no way to make it so that forts have more defense bonus when in mountains (e.g. 300%) than what it has on flatland/hills to counteract a (e.g.) 75% defense penalty from the mountain terrain.
You are right if you are speaking about pre-Medieval times, but there is outer-space content in the mod now, even if there is no mapscript for it.
Well, those maps that have space terrain support my statement that the map doesn't represent
one perfectly smooth sphere, it might represent several spheres and the space in between them which really becomes a clusterf*ck to interpret as a rectangular map. ^^ There may be one perfectly smooth spherical moon or planet in a space map but I would still claim that those plots on that map that represent this smooth sphere is quite irrelevant to C2C as a whole. Anyhow, those plots would probably all be flatland and there is nothing in what I've said that excludes the possibility of plots being of equal size; and if that smooth sphere contains water plots as well, then you are free to imagine that those particular water plots represent the same surface area size as the flatland plots in that particular case.
I have to disagree on that: Say there is a ship on a sea tile, controlling a somewhat large area. There is an adjacent coast tile (per definition of sea tiles) which is much smaller. On the "other side" of the coast tile is another coast tile, which is small as well. On this coast tile there is an enemy ship. Another enemy ship is on a sea tile adjacent to the sea tile the first ship is on. If the coast < sea relation holds with respect to area size, the last enemy ship could be farther away from the first ship, and is certainly on more difficult terrain (sea <-> coast). So which enemy can be attacked immediately if your unit can only move one more tile? Of course the second enemy ship!
If you attack the ship that is on the sea tile one tile away, that ship was not farther away than the ship in the coast two tiles away. ^^ If you don't attack the ship in the sea one tile away it could theoretically be farther away.
There are other ways to rationalize this too, coast offer a more difficult battle as there are far more considerations to make in a battle where land outcrops can be used as cover and reefs used tactically. The defender would naturally have an advantage as it would be more aware about such advantages and possibilities than a newly arrived attacker; so the attacker would need more MP remaining to simulate that it has time to scout out the enemy better before charging in like an idiot.
I understand why you feel it's inconsistent, but I feel it makes the game more consistent, immersive and realistic. We have different perspective on the matter, such things can be highly subjective.
Though, there is one mechanic that I might like changed in C2C that would imo make the game a bit more consistent. e.g. If it cost 2 MP to enter a plot that is 1 plot away from a unit with 1.99 MP remaining, that unit should not be capable of making that trip. It would either have to take a different route or end its turn without spending all its MPs. (
Note: if the unit has all its MP remaining it can enter a plot that has a bigger MP cost than what the unit can have at maximum)
I'm not sure it could be done in a way that is not irritating to the player, I don't like changes that may take fun out of the game. Eador genesis is a TBS game that use this movement rule and I liked it there, but that game doesn't have as many units to move as C2C do by far.