Oh, I see that I have not clearly explained what I meant by the draw so let me apologize.
No, by draw, I do not mean that the culmination of an entire battle results in stalemate, only the battles between the individual units involved in the battle.
So for example, let's say that five agressor units went to battle against one strong unit deeply entrenched on a hill. The aggressor begins the melee by throwing his first unit into the fight. It's not unsusual for the first advancing unit to fail to either dislodge or obliterate the defense. And at the same time, it is not unusual for the advancing unit, due to massive loss, to retreat back to their own front having taken heavy casualties, but also not completely obliterated. The defenders would not be able to stop even an unmounted force from retreating because the survival of the defenders would depend on their staying in their fortified position. But this does not mean that the entire battle has ended in a draw, it only means that the first wave has ended in a "draw." The aggressor still has four more units to throw into the fray. If by the fifth wave, the defenders are pushed out or destroyed, then the aggressors would be the victors of the battle.
But if by the fifth wave the defenders still have not been either obliterated or forced to retreat, then this shouldn't have to mean that the aggressor's entire army get wiped out because the defenders still would not be in a position to counter-attack. And thus you would have a "draw" for the turn. It would now force each side to reinforce these weary battlers so that in a future turn, one side could then obliterate or force off the battlefield the other side.
But here's another case for the draw. Let's continue with this example of the beseiged on the hill. Let's say that after the defenders have withstood the five waves of attack. After the battle, it would not be unusual for the defenders to realize that they had incurred too many casualties and slink out the back door knowing that the besiegers are in no condition to pursue. When the defender's turn comes up, he should be allowed to retire his brave defenders, leaving behind the aggressor's force camped nearby un-annihilated but neutered.
And in this way, Civ could simulate protracted battles of attrition and especially siege/trench warfare. It shouldn't always take one turn to annihilate a town's defenses and on the flip side it shouldn't always take one turn to annihilate the besiegers. In other words, every battle need not be Cannae; there should be drawn out Gettysburgs and Sieges of Orleans too (a proper siege, that is). But I will grant that on plains and grasslands (except for WWI, there could be a nice option to develop trenches which take time to dig, are hard for foots and mounted to assault, but easily demolishable with armor) perhaps it should be made highly unlikely for two foot units to battle to a draw. But even here I don't think the draw should be made impossible.
And again when I say draw I am referring to my desire for the allowance of stalemate between two Civ units and not necessarily the outcome of an entire battle which could consist of dozens of units in SOD-style gameplay.
Now because it would still be common for one side to absolutely take the otherside to the woodshed, we wouldn't lose the Pyrrhic and total victories from gameplay by implementing what I am calling the "draw."
The purpose of the draw is to add flavor, drama, and complexity to the gameplay without losing the appeal of core gameplay or being non-historical.
