I would like to see a more complicated and tactical battle fights in Civ4.
In Civ3, we are usually limited to 1/2 type of unit only (eg swordmen or horsemen only in anicent age).
And the winning tactic is just too simple - build many and strong units - not many to consider
I would like to a battle like this to occur:
A stack of units vs another stack of units
- http://apolyton.net/ctp2/images/preview/day5-battle1900.jpg
Strategical Bonus
I would like to see some strategical bonuses from different units (eg spearmen have bonuses vs mounted units).
This can promote the diversity of units using in a battle.
More Military Roles
In Civ3, there are roughly only 3 roles, ie attackers/defenders/artillery.
We may add more like:
-- medical soldiers (Instead of army healing themselves, this unit is present to heal the army)
-- commander of attack/defense (they don't have fighting ability. Instead they help the armies to fight. They are hidden within a troop. They have a range of influence. Troops within its influence get either attack or defense bonus)
-- battering ram (it can destroy walls/towers; weaken city's defense easily)
etc.
-- military advisor (they are used to perform plots. They are hidden within a troop.
-- spy (They are hidden within a troop. They have range of influence. Within their influence, they can keep supplying information about enemy unit [eg hit points, experience, tiredness, morale], find out enemy commanders/spy. When a troop with the spy in it get destoryed, the information will be lost.)
-- leader (At least one leader is necessary to perform big battles. They are the spirit of the whole army. They are within a troop, but known to the enemy. When all leaders are died/captured, the whole army will lose morale and no longer attack effectively - the battle is probably lost. The army has to be retreated.)
Plots
Also some plots/tactics etc. can be made within battles (eg psychological warfare, confusion tactics, fire/water attack, traps etc.)
War is not just a contest of strength, but also wisdom.
More aspects/elements about a unit
Not just "attack/defense/move" and "experience (hit point)" of a unit matter in a battle, add the following elements to a unit:
Morale
Eg: An army will lose morale if they stay in the battlefield long. They need to take some "holidays" before going back to battle. That can prevent the player using the same experienced armies, and fighting all the time.
An army will have higher morale if their fellow are winnning all the time.
Tiredness
Eg:A unit will feel tired every time they attack/defend. They need some rest, or they are going to lose the battle and their lives soon.
Tiredness can be reduced by:
-- 5 if a unit is not involved in any battle in a turn
-- 5 if a unit does not move in a turn
etc.
This can prevent a situation where a much strong unit keep attacking all the time and still win because the chance of winning is high. Also a unit (eg a heavy cavalry), no matter how storng it is, cannot defend against many units (eg warrior), even if they are weak, it will lose eventually due to tiredness (the tank will not be tired, but the driver will
).
In Civ3, we are usually limited to 1/2 type of unit only (eg swordmen or horsemen only in anicent age).
And the winning tactic is just too simple - build many and strong units - not many to consider

I would like to a battle like this to occur:
A stack of units vs another stack of units
- http://apolyton.net/ctp2/images/preview/day5-battle1900.jpg
Strategical Bonus
I would like to see some strategical bonuses from different units (eg spearmen have bonuses vs mounted units).
This can promote the diversity of units using in a battle.
More Military Roles
In Civ3, there are roughly only 3 roles, ie attackers/defenders/artillery.
We may add more like:
-- medical soldiers (Instead of army healing themselves, this unit is present to heal the army)
-- commander of attack/defense (they don't have fighting ability. Instead they help the armies to fight. They are hidden within a troop. They have a range of influence. Troops within its influence get either attack or defense bonus)
-- battering ram (it can destroy walls/towers; weaken city's defense easily)
etc.
-- military advisor (they are used to perform plots. They are hidden within a troop.
-- spy (They are hidden within a troop. They have range of influence. Within their influence, they can keep supplying information about enemy unit [eg hit points, experience, tiredness, morale], find out enemy commanders/spy. When a troop with the spy in it get destoryed, the information will be lost.)
-- leader (At least one leader is necessary to perform big battles. They are the spirit of the whole army. They are within a troop, but known to the enemy. When all leaders are died/captured, the whole army will lose morale and no longer attack effectively - the battle is probably lost. The army has to be retreated.)
Plots
Also some plots/tactics etc. can be made within battles (eg psychological warfare, confusion tactics, fire/water attack, traps etc.)
War is not just a contest of strength, but also wisdom.
More aspects/elements about a unit
Not just "attack/defense/move" and "experience (hit point)" of a unit matter in a battle, add the following elements to a unit:
Morale
Eg: An army will lose morale if they stay in the battlefield long. They need to take some "holidays" before going back to battle. That can prevent the player using the same experienced armies, and fighting all the time.
An army will have higher morale if their fellow are winnning all the time.
Tiredness
Eg:A unit will feel tired every time they attack/defend. They need some rest, or they are going to lose the battle and their lives soon.
Tiredness can be reduced by:
-- 5 if a unit is not involved in any battle in a turn
-- 5 if a unit does not move in a turn
etc.
This can prevent a situation where a much strong unit keep attacking all the time and still win because the chance of winning is high. Also a unit (eg a heavy cavalry), no matter how storng it is, cannot defend against many units (eg warrior), even if they are weak, it will lose eventually due to tiredness (the tank will not be tired, but the driver will
