ok, seige rules...
First, regarding scaling...
In realistic terms, seiges tended to last anything up to 7 months or so. Pragmatic concerns regarding how early armies were raised meant that you couldn't keep a beseiging army together much longer than that. In civ terms, this is less than a turn.
However, what is necessary for gameplay isn't strict accuracy to real world models, but the impression of that accuracy. So even though a seige may take 6 months in real world terms, it is quite acceptable for it to take 8 turns in the game, even though those 8 turns may 'represent' 400 years. The key issue is that the turn length gives the feel of a seige.
* units with "cavalry" chassis have -25% attack vs cities
* a hostile unit prevents the city from working the tile it is on, and every tile adjacent to that hostile unit.
* Each consecutive turn a city is under seige causes a cumulative -1 happy face in the city. A city is considered under seige if the combat potential (att+def factors) of hostile units in the city radius exceeds that of city defenders.
* A city in civil disorder loses all benefits of defence related city improvements (walls, barracks, etc)
* Cities receive a defence bonus based on the highest population level ever achieved. This is 25% add pop 6+, 50% at 12+. 75% at 18+. This bonus is not lost either if teh population later shrinks or if the city goes into disorder.
On a slightly related topic, I want the way acquducts, hospitals, and walls affect max population to change.
To whit...
(all numbers are example illustrations only)
* Base max population for any city is 8.
* Acqueduct has +4 max pop.
* Sewers has +6 max pop
* Hospital has +20 max pop (ie effectively removes population limits)
* City walls has -4 max pop.
This way, even a modern city can have city walls if you are prepared to pay the penalty in a lower maximum population. It always seemed odd to me that the walls should effectively vanish once your population grew. Those walls were still there; it made no sense for their benefits to vanish.