DRJ
Hedonist
Great ! Also I could just send a horse bandit in each major cities of my opponents, and use it every turn to pillage the surrounding area of the city, or destroy weak units, and then re-enter the city to be safe until next turn, so there is no way that my unit will be destroyed if I use it carefully... and it could bring huge amount of damage...
As I understand it, the judges will be able to expose criminals in cities like the anti spy buildings do with thwarted spies.
From a reality point of view, it could make sense to enter/leave with impunity in a city without walls, but if there are walls around it, there are gates too, right ? And the gates are guarded so bandits could not leave/re-enter the city to ravage the surrounding country with impunity like that.
The castle mod contains the catacombs building, simulating secret passageways and, I believe, as a positive effect, giving some money as well as spy points... but to be honest there is seldomly an incentive to build them as a player.
But nearly all big and long-lived ancient cities had caves and catacombs. Perhaps an autobuild candidate once a castle + walls is built? Also, I think the construction of city gates (also auto?) should enable criminals to enter cities more easily; as in history, for example, small side gates, nightly opened by corrupted guards were VERY common.
So perhaps bandits should be forbidden to enter a city with walls, or walls should add a bonus to Law Enforcement units (as well as town watch, town guards, etc.).
The thing is that they can be exposed (simplified fleeing or being caught) each turn at a certain propability, regardless if just moved there or not, so why not give the bandits the spy type promotion and the judges and town watchmen the can thwart promotion?
Can the criminals be either pseudo spy class or combat? Or formulated in another way, can a unit have two classes at the same time?
A followup would be to investigate what units are/would be combined classes as well, we might have missed something that hasn't been on the radar or could be simulated deeper and enrich the game

- Also, I love the combat feature of Realism Invictus, where different types of units give a bonus to the whole stack : heavy bonus from the heavy unit, recon bonus from the recon units, etc.
It's great because it feels way more realistic and it's an awesome incentive to have balanced stacks that feels like a real army, vs huge stack of one-unit-type.
Do you plan to integrate it in C2C, at least as an option ?
I would love to play that as well. It has always been a major weakness of civ that the unit vs unit fight doesn't simulate the battlefield situation very well.
Another thing the proposed change would mean is that an army would need to have a lot of different promotions, so even the smallest promotion could turn a battle. So each unit would become more important and, thus, "alive". The AI just would have to learn that a stack should have the biggest variety of promotions present aside its urge for some major promotions being the norm.
Playing this way would feel like simulating a certain position of units in a game of chess, where you have a lot of pawns (archers, melee inf), rooks (tanks, siege), bishops (scouts and dogs) and horses (cav^^), just one queen (maybe a hero/ attached general) and a king (in our case great commander). So each stack could would be like its own set of pieces. yay! I like chess!
