For me the most unhistorical aspect of RTW game mechanics is the way siege warfare is represented.
I think a great deal of revision is in order here. Observing the great preponderance of sieges in ancient times, it's clear to me that artillery played an extremely marginal role and was not the great siege-winner as it's often made out to be. Case in point, the inefficacy of the vast array of artillery used at Rhodos by Demetrios "Poliorketes", inside his gigantic "Helepolis" siege tower.
Also noted are excavated walls in Iraq, that survived an apparently futile bombardment by Roman artillery.
That said, there were many instances where artillery played a major and decisive role. And their efficacy and use improved with the years, along with their experience in using the machines.
Most sieges were won by "investment", a term that means building siege ditches and banks around the settlement, and waiting it out. And in the investment phase, deceit and bribery were the most common forms of success. In the event that the besieger lost patience and wanted to attack, mostly brute force was utilized. Romans would simply use ladders, and theres no evidence of Romans using siege towers until 210 BC. Romans could also build a ramp of dirt up to the wall, underneath rolling houses, and simply walk right over it. Artillery was used in the Greek, Middle-Eastern and Carthaginian world, but artillery took a lot more time than represented in RTW. A great deal more shots to get a section to collapse, and even then the collapse might not have been useful.
Also, the sapping of walls in RTW is represented in a way that makes you think your soldiers have become molemen. The speed of sapping would best be represented in a turnbased or phase-based manner, not in real time. Also counter-sapping should be possible. The investment of a settlement could also involve building walls around it, as Greeks often did in the Peloponnesian war. The so-called "periteichismos" and "aperiteichismos."
Well, there's a lot more, but you get the idea.
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