This is not an issue that is specific to FFH, but rather an inherited flaw (imho) from standard Civ, that I would love to see adressed in this great mod.
I am talking about how a movement 1 (m1) unit, such as the warrior, and a m2 unit, such as the scout, move at same speed through forests and hills or combinations thereof. That, combined with the ludicrously high forest defence bonus leads to the very unrealistic march technique for m1 units, through the toughest terrain possible, since they gain high defence bonus and pay no extra movement.
So, there are two issues here, that I would like to see changed. One is the defence bonus for forest (I think it is ok for hills), which is just out of proportions (it is better to defend units by placing them in a forest tile than in a city with stone walls or a fort). The other is the way movement works. I think it should take dist(A,B)* terrainMoveCost(A,B) / unitMoveSpeed to go from A to B, regardless of unit and terrain types. This is only the case for units with very high movement at the moment.
Movement change idea illustrated by a simple example: Warrior wants to move to a forest square. It will take 2 turns since its speed is only 1. After giving the order and ending turn the unit will be unselectable the next turn and ready for new orders the turn after. The actual movement from tile A to B should take place in turn one or two with fifty-fifty chance.
Another way around this would be to increase the move speed of all units, but I don't like that idea. I would also like to add, that I'm not suggesting this in order to make things as "realistic" as possible, but because I think it would improve the game significantly.
Thanks for reading this rather longwinded post
-Sandro
I am talking about how a movement 1 (m1) unit, such as the warrior, and a m2 unit, such as the scout, move at same speed through forests and hills or combinations thereof. That, combined with the ludicrously high forest defence bonus leads to the very unrealistic march technique for m1 units, through the toughest terrain possible, since they gain high defence bonus and pay no extra movement.
So, there are two issues here, that I would like to see changed. One is the defence bonus for forest (I think it is ok for hills), which is just out of proportions (it is better to defend units by placing them in a forest tile than in a city with stone walls or a fort). The other is the way movement works. I think it should take dist(A,B)* terrainMoveCost(A,B) / unitMoveSpeed to go from A to B, regardless of unit and terrain types. This is only the case for units with very high movement at the moment.
Movement change idea illustrated by a simple example: Warrior wants to move to a forest square. It will take 2 turns since its speed is only 1. After giving the order and ending turn the unit will be unselectable the next turn and ready for new orders the turn after. The actual movement from tile A to B should take place in turn one or two with fifty-fifty chance.
Another way around this would be to increase the move speed of all units, but I don't like that idea. I would also like to add, that I'm not suggesting this in order to make things as "realistic" as possible, but because I think it would improve the game significantly.
Thanks for reading this rather longwinded post

-Sandro