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Units could move more slowly when passing between buildings. This would make them more vulnerable to mangonels in narrow passages.
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On open seas, there could be dark-colored, elongated currents. Small ships could move faster when traveling through these currents. In addition, warships could have their movement speed reduced when moving close to the shore.
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Units that remain hidden in an ambush position on the other half of the map for a certain amount of time could receive a small bonus to their first attack. An “Ambush Bonus” mechanic!
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Units that survive while heavily wounded could gain experience points if they remain wounded for a long period of time, eventually gaining small attack bonuses. Similar bonuses already exist for some civilizations. I think mechanics like this could be expanded to all civilizations. This could take the micro battle at the highest level to another level.
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Units that spend too much time traveling around the map could gradually lose a small amount of attack power due to fatigue. This could give defensive players an advantage against units attacking from long distances. It could be especially interesting on maps such as 4v4 Nomad or Black Forest, where attacking from distant corners of the map could come with a disadvantage. It could also encourage players to establish forward bases in the center of the map. Perhaps this mechanic should only apply on certain map sizes. This would need to be considered carefully.
I also have a suggestion regarding a mechanic that already exists in the game. Maybe many players are not aware that buildings constructed on cracked terrain take more damage. However, cracked terrain is currently limited to a relatively small number of maps. I think maps such as Arabia could have more of this type of terrain.