This mod sounds absolutely fabulous!

(I just read about it on the frontpage, you're indeed going to get more attention because of that). When I first heard about civ4, I hoped that they would use a combat system similar to the Call to Power system. I was rather dissapointed that they didn't implement any stack combat and would never have expected that it was possible for a single modder to create such a combat system that the AI can even use. Absolutely great work.
I read the first post and read your responses in the thread. I have a few questions if you don't mind.
1) You write in the first post (in the section about stacked combat):
"- Defender retains initiative by completing their phases of combat first before the attacker. Defender does not receive a melee phase"
The section " Defender does not receive a melee phase" confuses me a bit. What would happen if a mixed stack attacked a stack consisting of melee units? Since there's no combat fase for the defending melee units, do they just die? Or are they combatting the attacking melee units in their combat fase? And what happens when the attacker doesn't have any melee units left? Are the defending melee units just slaughtered without a round in which they can do damage? I'm probably just misunderstanding this information.
2) In normal civ4, the AI sometimes attacks a stack of units with one lone unit in order to weaken the stack of units. Since normal civ4 combat is one unit vs one unit, this tactic is not going to be very bad for the AI. But I assume that it normally is quite suicidal in your mod to attack a stack of units with a lonely unit. Will one unit do a considerable amount of damage to a stack? Will one unit have a chance to destroy a unit in a stack of units (before being killed)?
3) Is movement speed of any influence in the stacked combat mechanism? Do flankers have a better chance to reach the artillery type units when they have a higher movement speed?
4) Is there a limit on ranged
field bombardment damage, like in civ3 (redline a unit)? Can you kill units with ranged field bombardment or is there an xml entry that governs the maximum damage (like there is for collateral damage)? What stops you from weakening any stack of AI units that you encounter using a large stack of artillery type units (was very effective in civ3, making combat easy)?
5) When considering the value of a unit, can the AI see that a missile unit is not that valuable because it can only be used once? To be more precise: If two units with similar strength values can be produced and one is a missile unit, does the AI recognize that it is less valuable because it can only be used once?
6) Is the reduction of the defence bonus of cities still separate from the stack attack? Do you first remove the defence bonusses with artillery type units and then attack the city with your stack?
7) What is the chance of succesfully destroying tile improvements by bombarding them?
8) Is one-on-one combat now a special case of your stack combat or does it function the same as in the original combat system?
I can imagine that it must be very very tough to get the AI to use all of this in a competent way. It's already great that you have somehow enabled the AI to use it.
Thank you in advance for any answers provided.