I like the idea of unique promotions. That way the Praetorians can have a normal strength but have all their melee units have access to increased Combat promotions. So the Romans would have:
Melee units:
*Roman Combat I - +18% strength.
*Roman Combat II - +18% strength.
*Roman Combat III - +18% strength, units heal in neutral territory +10%.
*Roman Combat IV - +18% strength, units heal in enemy territory +10%.
*Roman Combat V - +18% strength, march ability.
For the Praetorian specifically:
*Guard - -5% city maintanence costs for the city that it is in. 4 praetorians in city with this promotion gives -20% city maintanence.
Warlord extra promotions:
*City defense I - +25% city defense for all units in the stack. Unit excluded from being attacked until last.
*Guard Leadership - +20% increase in maintanence reduction for all relevent Praetorians in the stack.
The Mongols could have:
Mounted units:
#*Encirclement - Unit does collateral damage
#*Feint tactics I - Unit can disengage 20% of the time if health drops by 75%
#*Feint tactics II - Unit can disengage 20% of the time if health drops by 50%
#*Feint tactics III - Unit can disengage 30% of the time if health drops by 25%. A unit with Feint tactics I, II and III would be able to disengage from battle (offensively and defensively) when the health drops by 25%, 70% of the time.
Seige units:
#*Transport I - Unit can be assembled. Unit can attack.
#*Transport II - Gives seige unit +1 movement bonus. Unit cannot attack.
Warlord extra promotions:
*Feint Strategy - Mounted units in stack can disengage 30% of the time if health drops by 25%.
*Feint Strategy II - Units in nearby tiles also affected.
*Nomadic Leadership - All units in stack and adjacent tiles receive free supply costs.
*Quick learning I - All units in stack gain experience 50% faster.
*Quick learning II - All units in stack accumulates 50% more Great General points.
*Quick learning III - All nearby units are also affected.
*Collective learning - 4 xp is gained and distributed (amongst those about to promote) in the stack or nearby tiles for every failed battle.
*Warlord learning - The Warlord unit gains xp as units in the stack and in adjacent tiles win battles.
*Mass Transport - All seige units in stack and nearby tiles have Transport I and II.
# I am currently at a point where it might be more appropriate to remove the bonuses to the mounted units and seige units and have them all amagalmate with the Warlord stack effected promotions. Their success was afterall primarily based on the elite leadership of the Generals. This way would encourage Mongol armies with each army breaking off when a new Warlord unit becomes available, which is realistic (fun and interesting

). Each army would then be lead by a Great General and be free to operate independantly.
Gandhi could have:
For defensive units:
*Gain support - Unit can use enemy roads. Can get it right away.
*Incite Protest I - Causes unhappiness in nearby enemy cities.
*Incite Protest II - Causes more unhappiness the longer it stays there.
*Incite Protest III - Causes the unhappiness to endure after the unit has left.
*Disrupt Work I - Units can prevent a tile from being worked for the turn after they leave the tile. Unit must stay there for 1 turn for this to happen.
*Disrupt Work II - Units only need to pass through the land to prevent it from being worked.
*Disrupt Work III - Units can also prevent nearby tiles from being worked.
Monty could have:
Jaguars:
Swarm - Jaguars cause collateral damage based on the number of Jaguars in the stack.
Enslave I - Jaguars can enslave units 10% of the time.
Enslave II - Jaguars can enslave units 15% of the time.
Enslave III - Jaguars can enslave units 25% of the time.
Melee units:
Whip 'em - Melee units increase the production yeild from pop rushing by 5%. 10 melee units with this promotion increases production by 50%.
Alexander could have:
Melee units:
*Quick March I - the March promotion without needing any other promotions.
*Quick March II - heals an additional 10%
only while moving.
*Quick March III - heals additional 10% in neutral territory only while moving.
*Quick March IV - heals additional 10% in enemy territory only while moving.
*Quick March V - heals an additional 10% only while moving.
Warlord extra promotions:
*Phalanx Strength - All the Phalanxes in the stack get a strength increase relative to the number of Phalanxes in the stack.
*Grand March - All units in the stack and nearby tiles will heal while moving.
The possibilities are endless....
