On the time scale of Civ turns significant logistics consideration doesn't make sense.
I'm not sure that's an improvement to historical realism, especially in some time periods.
That was never a Priority nor a Goal in Civ. In fact, the Unit System in Civ V/VI (can't speak for IV or earlier here) is one of the least mechanisms with historical accuracy/realism, it was primarily made functional for the gameplay side of the Game. And there are many evidence for that, some you named yourself:
- Promotions: how is it possible that a Unit that survived from 1000BC to 300 AC to get promoted? and select a "+1 movements on forests and rainforests" eventhough it never enterd tiles with those features? I mean, seeing a the same Unit for over 1000s years in the same spot I can still see it as like the same Unit but with different soldiers, but the sole notion of Promotions affirms the immortality of the Unit.
- How does a Unit exactly get Upgraded? without any training? Instant upgrade bc there is a super fast Jin/Jet that transports all the necessary equippement/material for the upgrade, which is the reason it costs Gold and not production/training? We could at least have a 2-3 Turns waiting period, or have to place them on an encampment tile.
- 100s of Years to build
- costs no Population
- No limit on how many Units you can have at a Time (if economy allows it), or things like unlimited unit production(hiring) in a City with low Population/Production and no Military Infrastructure
- Corps/Fleet and Armies/Armadas unlocked way too late, were Empires had Armies of 100.000s of Soldiers in ~300-200 bce
- Mercenaries always available to be hired (and as much as you can hire)
- No Morale
- No Attrition
- No clear Militia/Conscripts/Mercenaries/Professional Army System, even in an abstracted way
- ...etc.
The Unit System doesn't need to be realistic or historically accurate, and tbh it can't. So we can only have abstracted things. The current Promotion and Upgrade Systems aren't the best that can be made out of them, but when designing a Units System from a purely realism perspective, then we probably wouldn't have those mechanisms at all, and that would mean a much less fun Military Gameplay. Units should cost Pop? the AI isn't good at handling this, and in Games that have this Feature, it tends to self-destruct with it.
IMO there are ways to make those abstractions better and more realistic, the only question is: (if at all) how much would that improve the (military) gameplay?. So when it comes to gameplay Features, I always prefer fun and interesting gameplay over realism, but I want to have as much realism/historicity as possible, so that we neighther have a gamey feature that has completely lost connection to realism nor realistic features that are no fun and uninteresting. Perhaps a good approach to that would be to design a realistic Feature, and then redisign it little by little to make it more and more interesting and good for gameplay, till we have a partly fun and partly realistic gameplay feature.