The new movement rules increase realism and make terrain more meaningful. But they also make a class of units that was already dramatically underpowered even more so. I'm talking about melee units. It is incredibly common that an archer will occupy a hex with rough terrain, and a melee unit will be 2 tiles away. In this scenario, the melee unit cannot attack the archer in a single turn! Let's say an archer is on a hill and a warrior enters a hill tile 2 hexes away. That ends the warrior's turn, and the archer gets one attack off. The warrior advances towards the archer but can't enter the archer's hill tile. The archer gets another attack off. The warrior attacks the archer, and both units take damage. Now the archer can either finish the warrior off (if it can kill it with another shot, which it probably can), or retreat, with the warrior guaranteed to be unable to catch up. How is this fair? Human players, moreover, can have archers venture forth onto rough hexes fearlessly, safe in the knowledge that melee units 2 tiles away will not be able to reach them. All this might be OK if melee units had dramatic advantages in strength compared to other units, but they don't. The 35-strength swordsman is equaled by the 35-strength horseman (which is also cheaper and better located on the tech tree), and isn't even capable of one-shotting a 15-strength archer. My suggestion? In addition to a raw strength increase for melee units, I would suggest raising the movement of all units by 1. This would allow melee units to threaten ranged units much more easily. A melee unit will still struggle to enter a forested hill, but an Archer on a bare hill or a flat forest will no longer be totally secure. That seems more reasonable to me.