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  1. It's a generally regarded maxim that it's a good idea to take the high ground when setting up a defensive position. I don't think anyone will disagree that in general, for battles of this era, better sight lines, better angles for artillery, and slower ascents of an attacker up a hill give the defense an advantage there. I'm sure someone can expand upon this and it might be fun to hear quotes from a military manual of the time. In this game, we can see a quantifiable difference between holding certain areas of a map. When holding a line behind a river of stream, the attackers are slowed down massively by crossing the water and have zero cover while doing so and/or are forced to funnel through a bridge or ford removing their ability to have a broad firing line. You can hover your mouse over the screen and see the %cover and %speed the attacker must overcome. When hovering over a fortification, you can see the melee, cover, and projectile resistance bonuses. When hovering over a field or forest or town, you can similarly see the numerical defensive advantages. However, there is no such way to see the numerical differences between two relative elevations. 1) Does the game actually provide some sort of defender advantage or attacker penalty to attacking up a hill? (has anyone tested this with identical units, weapons, and one side at the top of a hill and the other on the bottom?), 2) how can one see this quantified?, 3) does the game factor in that steeper slopes should have more of a defending advantage than more gradual ones and scale in between?, and 4) if there is no way currently to tell, could a patch be introduced so that when you hover over a hill's slope (or top of the hill?) you can tell its defensive advantages like you can for forests/streams/etc.?
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