Current Problem
Currently, if a unit is doing something (like chopping wood, or farming), that unit doesn't detect that enemies are approaching. This means that unless the player notices the attack, the enemy can wipe out a large part of the persons units without them knowing, because the units keep working on what they were told to do.
Also, if enemies are chasing a unit, they will not attack anything that gets near them, but ignore it, and keep following the unit they want to attack, so as long as the unit keeps moving, those units end up worthless. Ideally, if they are attacked by a unit, they go and attack that unit, instead of changing a unit they can't catch up with.
A classic example of this: Enemy is attack fortress then BAM, player lets 20 units out of it to attack. Enemy doesn't fight back, but continues to fight fortress, and then dies.
Recommended Fix
If the unit is a women, that women should seek protection in the nearest building she can garrison inside. If one cannot be found, she should run back toward the town center and garrison inside that.
Discuss: If that happens (an attacked women flees to town center), should the closest idle infantry be summoned to the town center to defend it?
If the unit is an infantry unit, they should act as if they were idle. Stop what they were doing, and go and attack the enemy. What they were doing should be stored though, so that if the unit survives the attack, and no more enemies are approaching, the unit should resume what they were doing (chopping wood, farming etc).
Discuss: If the worker is killed, should nearby infantry be called to that spot?
Implementation
Attack priorities? strongest -> weakest -> buildings. So heros before normal infantry, then women, then buildings. Sound possible?
Invalid because the original description no longer apply and unitAI has changed so much since A3 that it most likely isn't relevant anymore.