For the Maiden Guard units that's close to what I suggested as well, though I'd prefer not having unit/ships train units. Yoddha is still having his crush damage, however a "swordsman" class siege weapon might be confusing while all other swordsmen have the same, different role and siege maceman sounds like a unit from a fantasy game (or AOE online:p). You've missed my point. RTT games like Total War are also turn-based for their economy/training/infrastructure management part, so in battles you can have many micro-requiring things and it makes sense, you have all the time for it. Some RTS like Warcraft 3, keep economy to the very basics, with few workers, few techs (even fewer economic ones) so that they can fit in "rpg" elements and active skills and population is also limited, you won't have to control more than 25-30 units on average. AOE games which have a bigger focus on economy had either no or very minor active skill micro (AOE, AOK), or reduced the economical focus by removing the need for dropsites and added buildings that autogathered resources to fit in some more (AOE 3). 0 A.D. falls closer to AOK, but with the even larger population (and even more workers) leaves even less time for micro. Would you still enjoy the game if every unit (or half units) had a toggle like siege weapons then? Wouldn't it be much different? If/when the game is redesigned around formation combat, we can revisit the discussion of what fits there (but that alone will make it much more micro heavy imo).