@Scott_Lufkin I should explain what I meant a bit more clearly.
Basically, when the game starts, fights with 6 unit armies are fine, and it’s quite challenging to get 3 stacks together and face off against another 3 or 4, and usually that will win/lose your first war. In other words, that first big battle is fairly decisive.
if you win you take over the first opponent.
After this however, the number of units in play goes up, but you are still controlling armies of 6.
By the time you hit your 6th and 7th opponents, you can easily be fighting, using 4 stacks against 3, or vice versa, several battles in a turn and making barely a dent in the enemy, especially if they are an Emperor. (and a warlord or dread…!)
You might need to fight 6 battles a turn for 10 turns before you get to the throne and actually win.
And this is against a backdrop of you knowing you can’t actually lose these fights, unless you mess up, because by that point you are well tuned into how the AI works.
What i am proposing is that the late® game tedium gets rolled into fewer, larger and more decisive battles.
As for high end units taking up more slots, that’s one way of doing it.
Another is a command rating like in Dominions.
Another is map dependent limiting factors on recruitment, which i favour personally as it incentives fighting over the map. In this category I mean things like cities limited in size, and size being important in recruiting higher end units.
Ditto special resources for units. Special armour for certain T4 units etc.
Item 10 of wishlist:
a (totally?) revamped city siege mechanic.