Well, every post here has some good points, so let´s hope this post has some good points, too.
The first point is to reflect, why many of us want armies in the game.
- It´s an unit that is much stronger than the other units of its era
- the access to this unit is strongly limited
- there is one more interesting option to use a military great leader (MGL)
- it helps the human player much more than an AI player, as the AI is not able to handle that powerful unit well
The last point also is a big point against the use of an army-unit, if you want a more demanding civ-game. That´s why my mod CCM has no armies.
I give you now a glimpse into the next version of CCM2:
In the general settings I set the 'Build-army Unit' to catapult and the cities needed to support an army to one.
The catapult is a normal unit, that cannot been built normally, as it needs a strategic resource (Gamemechanics), that is not available in the game. This unit can been built by autoproduction (as here the resource for the building is needed and not the resource of the unit) and - this is here the more interesting point - by a MGL, even when the civ has no access to that resource. It is not necessairy, that the MGL changes to that "army-unit" in a city that holds a building with the barracks-function, the transformation can be done in every city of a civ.
As you can see, the new "army unit" in CCM2 is still a weak unit (with a slightly higher defense value like a spearman and no additional hitpoints), but it can upgrade to stronger units (that have the king-flag) when the tech for those units is researched. I could have set this unit as an 'Ancient Army' unit by giving it the cummulated hitpoints of two or three units of that era and the defense and attack strength (and may be bombardment, blitz or simply any other flag allowed for C3C units), but this wouldn´t have fitted well to the concept of CCM2.
Of course this 'army'-unit can upgrade to any other unit (per example a 'Medieval Army', an 'Industrial Army' and so on) , when the perequisites for upgrading are reached (tech, resources, money), but for upgrading it needs a city with a 'barracks-building'. The best of this setting in my eyes is, that it is fully compatible with my concept of autoproduction of units. The only difference by having a catapult(-army) produced by a MGL and a catapult(-army) produced by a building is, that the 'army-unit' (here catapult) produced by a MGL doesn´t start in veteran level, while the autoproduced 'army'-unit starts in veteran level, as the building, that autoproduces that 'base-army-unit' has the barracks-flag, to assure that the autoproduced unit is always upgraded. The fact, that this unit only uses one transport slot in a ship (helicopter or plane) in my eyes is no real problem.