I don't think I was clear before when I said "Each unit fills a role." What I meant was that each unit counters another, thus you get a "rock - paper - scissors" effect. This would also apply to Terrain.
So for example, in the core game, Infantry would have a defense bonus x2 (in addition to the tile bonus) when on a City, Fortress, Forest/Jungle, Mountain, ect. tile. That would probably be done by giving each applicable terrain type a '2x Foot Defense' flag.
There would also be a requirement for another flag: 'Ignore Foot Bonus' --givene to Infantry. This would be required so that Infantry would not be at the same disadvantage as other non-foot units when attacking other Infantry on one of the above-mentioned squares.
Another good 'Terrain flag' would be '2vs.Bombardment,' which would mean that units on those squares would not be as affected by bombardment (due to the cover).
(The Total War effect of Archer vollies not being effective against units in Forest would also be interesting, but the Archer units would have to be changed a bt for that; i.e. a 'Cannot Bombard Cities' flag or something.)
Likewise Plains, grassland, ect. would have a '2xMounted Attack' so as to give Cavalry an advantage in open spaces --Tanks would have a similar flag; i.e. '2xWheeled Attack.' Air units would also have flags, but I address that in another thread (see: http://forums.civfanatics.com/showthread.php?s=&threadid=62446).
As for units countering other units, here's an example: Pikemen counter Mounted units. Cavalry counter Foot units. Having both in an Army means that it will have an advantage over Armies without these units.
Likewise, Infantry have an advantage vs. units on 'defensive' tiles, whereas Cavalry have an advantage in the open battlefield.
In short, each fills a unique role while also countering another unit type.
Note: Keep in mind that I'm limiting the list to the units in the core game. More combat modifying flags would allow for a wider variety of units to fill unique roles; e.g. MGs (vs.Inf.), Anti-Tank (vs.Tank), ect.
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Infantry should at least have a chance to escape; i.e. as was said, units should be able to escape from other units with equal Movement. Units with greater movement prevent this --thus having Cavalry in your Army means that slow units can't retreat and will be destroyed.
So for example, in the core game, Infantry would have a defense bonus x2 (in addition to the tile bonus) when on a City, Fortress, Forest/Jungle, Mountain, ect. tile. That would probably be done by giving each applicable terrain type a '2x Foot Defense' flag.
There would also be a requirement for another flag: 'Ignore Foot Bonus' --givene to Infantry. This would be required so that Infantry would not be at the same disadvantage as other non-foot units when attacking other Infantry on one of the above-mentioned squares.
Another good 'Terrain flag' would be '2vs.Bombardment,' which would mean that units on those squares would not be as affected by bombardment (due to the cover).
(The Total War effect of Archer vollies not being effective against units in Forest would also be interesting, but the Archer units would have to be changed a bt for that; i.e. a 'Cannot Bombard Cities' flag or something.)
Likewise Plains, grassland, ect. would have a '2xMounted Attack' so as to give Cavalry an advantage in open spaces --Tanks would have a similar flag; i.e. '2xWheeled Attack.' Air units would also have flags, but I address that in another thread (see: http://forums.civfanatics.com/showthread.php?s=&threadid=62446).
As for units countering other units, here's an example: Pikemen counter Mounted units. Cavalry counter Foot units. Having both in an Army means that it will have an advantage over Armies without these units.
Likewise, Infantry have an advantage vs. units on 'defensive' tiles, whereas Cavalry have an advantage in the open battlefield.
In short, each fills a unique role while also countering another unit type.
Note: Keep in mind that I'm limiting the list to the units in the core game. More combat modifying flags would allow for a wider variety of units to fill unique roles; e.g. MGs (vs.Inf.), Anti-Tank (vs.Tank), ect.
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Definitely. Instead of having it hard-coded to only have effect vs. ONLY units with a movement of 1 and only possible for units with movement greater than one, there should be an actual 'Retreat' flag that can be assigned to any unit. Retreat shouldn't be limited to having effect vs. only units of 1 MP --VERY important, and should be changed in C3C.Routing.
Infantry should at least have a chance to escape; i.e. as was said, units should be able to escape from other units with equal Movement. Units with greater movement prevent this --thus having Cavalry in your Army means that slow units can't retreat and will be destroyed.