mitsho
Deity
I also think it overly encouraged artillery. Personally, I want a combat system that takes less time to resolve. Whether it's forming armies and having them fight as a complete army or whatever they think of, I don't want Civ3's game where you had probably 50 units in a stack and had to fight through all of them.
My personal take is to have them form an army (and move it as an army). Your army would have more combat effectiveness based on the units in it (the strength of the individual units, the total number and health of the units, and how "balanced" it was). Then it would play out like a Total War battle on auto-resolve. There are obvious downsides of this idea, but it would be different from what came before while still being reasonably immersive.
My idea is to have different sizes of units where the level equals their influence range. A scout or trader is 0 and just occupies his own tile. A combat unit is 1. Later armies can go up to 5 or so. They can have different units in them, but they are not stacks, instead spread out over all the tiles where they have influence. When these overlap, a fight starts. It doesn't have to be resolved right away. To put cities under siege, you have to engulf them. So we unstacked the cities, let's unstack the armies.
Also naval warfare works differently with larger ranges, and maybe even like airwarfare, to get players used to that. Just like the range 0 and 1 warfare od ancient times is very similar to civ 6 and 5.
That would be geometrically impossible, however triangles within hexagons are possible.
This has in fact been a concept that I've posted about on the forums at least once, possibly multiple times, and would love to see. You could also use the triangle grid for terrains (meaning you can have multiple terrains on a single hexagon), unit stacking limits (1 per traversable triangle in the hexagon), river tiles, et cetera.
I would like to have general districts with a few triangle spots (not 6 otherwise it will not look good). Each slot can have a building. Wonders or special buildings take up more. If you cluster science buildings together, you get a super science district. If you mix them with production ones, you get a bonus towards practical research. Throw in a barracks for faster unit build time. A watermill would be nice, but there's no river on this tile. So, what's the best mix for your environment, for your civ and for your goal? That's the puzzle!