A way of including this;
Have powerful promotions tied to future techs.
So, all the normal promotions are available from the start of the game (or from a very early tech).
Then have a series of "superior" promotions for each unit line that are granted by future tech research.
The future tech 1 will require the highest level of techs that every faction can research (careful not to give it techs that some factions can't learn).
This has several design advantages:
1. Gives meaningful things to research on the end of the tech tree, and its more interesting than just happiness/health bonuses.
2. Allows to keep using canon units, but makes them continually more powerful with tech.
3. Does so using existing mechanics (promotions) that the AI will understand.
Gunpowder units:
Improved rifles 1 +10% strength, +1 first strike, requires Future tech 1.
Improved rifles 2 +1 first strike, +20% vs archery units, requires improved rifles 1, requires future tech 2.
Improved rifles 3 +2 first strikes, +20% vs melee units, requires improved rifles 2, requires future tech 3.
Missile cavalry units:
Maneuver 1: +10% withdraw chance, +10% vs melee, +10% vs chariots. Requires future tech 1.
Maneuver 2: +10% strength, +1 first strike. Requires future tech 2, require maneuver 1.
Maneuver 3: +1 movement, flanking bonus vs melee units. Requires future tech 3, requires maneuver 2.
Shock cavalry units:
Furious charge 1: Gives +10% strength, +10% vs melee units, require future tech 1.
Furious charge 2: Gives +10% strength, +1 first strike, requires furious charge 1, requires future tech 2.
Furious charge 3: Gives +10% strength, +20% vs archery units, +20% vs gunpowder units. Requires Furious charge 2, requires future tech 3.
Recon units:
Terrain master 1: +20% forest, ancient forest, wetland, jungle, deep jungle, hills, tundra, ice,desert strength. Require future tech 1.
Terrain master 2: +20% forest, ancient forest, wetland, jungle, deep jungle, hills, tundra, ice,desert strength, +20% vs beasts. Requires terrain master 1. Requires future tech 2.
Terrain master 3: +20% forest, ancient forest, wetland, jungle, deep jungle, hills, tundra, ice,desert strength, invisible.
Beast units:
Hardened skin 1: +10% strength, +20% fire, electrical, holy, death, poison resistance. Requires future tech 1.
Hardened skin 2: +10% strength, +20% fire, electrical, holy, death, poison resistance. Require hardened skin 1, requires future tech 2.
Hardened skin 3: +10% strength, immune to first strikes, immune to magic.
Melee units:
Elite discipline 1. +10% strength, +10% city attack. Requires future tech 1.
Elite discipline 2 +10% strength, +20% vs mounted units. Requires elite training 1, requires future tech 2.
Elite discipline 3. +10% strength, immune to fear, immune to terror, immune to charm.
Siege units:
Siegecraft 1:
Siegecraft 2:
Siegeraft 3:
Hero units:
Heroic strength 1: +1 strength, requires future tech 1.
Heroic strength 2: +1 strength, requires future tech 2.
Heroic strength 3: +1 strength, require future tech 3.