I realize their could be disfavor into adding real-time or battle maps into Civ ... although I think it could allow for deminishing returns on having a huge superstack all in one location. I would rather players use several armies spread throughout the map than one super stack ... although this would only be favorable if you could only control so many "units" on the real time map, ect. Their is a mod people have that gains a "crowding" feature to make stacked units weaker ... but that penalizes people that would be able to set the weaker units out as fodder while the elite units come along and flank. Or vice versa. Either way ... I think adding a battle map strategy to your hordes of orcs, windriders, or mage casters and archers, would be VERY interesting

.... imagine fire mages with channeling two sending huge fireballs that could fly almost halfway across the map, and act like flaming catapult missiles. Or how the earthquake spell could break the enemy's formation, and give a bonus to ROK units moving over such shaking terrain.
How religious units of your state religion give a great morale bonus to nearby troops, and the actual morale bonus increases something like extra HP temporarily, allowing them to overcome insane archer fire, for instance.
Also ... giving archers and other missile troops a more proper role in combat, and allowing for a much wider variability in troop strength in general. For instance, the civilized Romans had weak arrows but the wild Gualls had powerful long distance archers that excelled in mellee almost as much as they do range. It allows for hiding in woods, up until the enemy is right in front of you ... It allows for hidden units to be invisible as long as they dont move, and for true invisibility to not be revealed, but to give an on screen alert to the enemy ... (we are being attacked by the air, phantoms it seems!!) or something.
Also, walls and palisades would grant a much wider use ... with palisades guarding the city square in the middle (often on a hill) and then the walls are the large outer defense. It also allows for multiple levels of walls to be enabled without being too "overpowered" because they can be overcome with the right strategies ... not just bringing "enough catapults" to breach through the entire defense at once, but to be able to peck away at one section of wall, and make a path through the walls, or, if you bring enough siege, to simply destroy as much section as possible. Also, it could control alot more which buildings are destroyed, if you wish for buildings to be displayed on the battlemap ... the more you use catapults the more buildings will be destroyed. Of course, if a wonder is damaged maybe even you could add the repair mechanic, (perhaps use a place holder for damaged wonder, allowing said wonder to be "built" again with turns and hammers.
If you added units to represent more than one person (say 50) ... then you can "retrain" units with gold, and say 1 pop for every 100 men retrained to fill the ranks. Also, maybe the units experience only affects the captain of the unit, and the rest of the guys recieve a lesser effect. Also, units of the goblin or orc race can add together to vastly exceed the 50 man cap ... so they can have more shock troops on the ground during a battle.
The exception would probably be arcane units and heroes, who would usually be one unit representing the person, as well as a small contingent of helpers.
- an adept would be surrounded by students "peasants"
- a mage would be surrounded by adepts
- an archmage would be surrouned by mages
and then you could give a few minor autocast spells for the arcane to use while hand to hand fighting, as well as a staff and a decent melee combat rank, and decent HP as well (close to a commander or a hero's hp, but of course little to no defense)
The hero units themselves would be much more powerful in comparison than they are now ... probably able to destroy half of a realtime army by themselves if not overwhelmed properly (if they have time to attack each one by one)
Mounted units would be less numbers (30?) and have an added charge bonus ... and units with the formation promos will have an extra spear weapon they can switch to with a button, or even a universal button at the bottom of the screen to activate several promotions that are aquired. (cover could allow better defense in forests from arrows, or provide small sheilds, most likely depending on the unit)
For horses the anti archer promotion button would probably make them spread out and raise small shields over their heads. Of course, having stamina would be wonderful as well, and haste could prevent stamina from being lost, and regeneration could actually regain stamina to full health, and maybe even a little beyond, like a (hyper) status or something.
I'm getting at that each unit will have a walk and a run type ... any units routing would also be using the run type ... to run away.
Perhaps then certain casters, arcane and divine, could have a certain amount of "amunition" for their spells, and the reloading time will be the casting/spell chant. Of course it would be disrupted by melee combat ... but the combat promotions would help casting to not be interrupted. For instance, combat V would make like a 50% chance (or more) that the spell still completes, and for religious spells it would be a much higher chance.
I also think it would be cool for archers to gain the ability to shoot an enemy's hawk down. and then the enemy can use an "aquire hawk" onscreen spell which will buy/get another hawk to use, and take time, like 3-5x the normal archer reload time or something.
Perhaps civs with a bonus to certain units could have a slightly greater number allowed in troops of that type, in addition to the usual bonuses if applicable. (for instance the withdraw rate would not be applicable, except for the ability to disengage from melee with minimal loss of life. While movement or greater attack/charge value would be easily enabled. I'm not sure how the blitz promotion could be transferred, except for a very high stamina rating, with a quick natural recovery. As well as the blitz allowing for multiple offensive battlemaps in one turn.