1. The percentage doesn't matter. Many cities are based on rivers, many capitals are based on rivers, and any city worth having probably has an abundance of hills.
2. Roads cannot be utilized in enemy terrain.
The percentage does matter, since most battles are not fought at the gate of a city, but rather en-route there. There is and always will be more flatland than rough terrain, and in any case all the extra movement does is give an extra 1,
maybe 2 turns, depending on positioning. But there are many variables here...and regardless, Janissary gets a larger boost versus cities, so in that regard they can take them faster.
The road thing, yeah I don't think they can, I think I was thinking prior to G&K's. Regardless, roads in Friendly territory still nullify terrain movement.
These (rifle) units as they upgrade can utilize the mobility offered by MM to escape death from the later long range arty and bombers/ships, and are better able to blitzkrieg through the map, or to snipe opportune targets that a Jan upgraded unit could never accomplish.
See, I'm still not getting the logic to this.
Minutemen ignore terrain (NOT +1 movement, there is a BIG difference). And to attack they have to be adjacent to the enemy unit, nor can they move after the attack. So I fail to see how it is "sniping," when they will be counterattacked every time by the stronger Janissary unit.
You are also talking/comparing the two units as if they are in a direct fight. Yes, the janissary has bigger numbers, so given a flat grassland arena with only musketman v musketman the janissary has the edge, but when is this ever the case? This is paper tiger-ing.
lol no it isn't. Even in rough terrain, Janissaries still get a bonus just like every other unit, just not quite as much as the Minutemen. Whereas the Janissary gets a free 25% bonus to attack, a far larger strength bonus. Additionally, Minutemen do not have a free heal.
You can say "sight and ignore terrain is less useful later" but it is actually more useful. Later in the game total unit numbers are greater and units with more "abilities" offer more versatility than just a number buff.
Nah, number buff every time. More
versatility, maybe I can agree with that if you word it that way. But usefulness?
Really, I don't see how this is hard to grasp. At some point you're going to have to fight the enemy, and when the enemy has a significant attack boost in addition a large healing power when killing units, that is hard to stop with a simple "we can ignore tur-rain." This is ESPECIALLY true late-game, when your territory at that point is at it's largest with roads flooding the map, in addition to there being
less rough terrain than there was earlier.