Monthar
Deity
Well, it seems like my reply to you got lost in my wall of text, since we basically agree (only you decided to redo Vexing's research )
Indeed, the damage you deal isn't a function of total health, rather a function of relative strength of fighting units, thus why I said that increasing all units' strength by the same multiplicative factor wouldn't change a thing. Multiplying the current formula by 5 or (hopefully) more would solve the "100hp problem", as you concluded.
And indeed, a ranged strength of X is 2/3 as strong as a melee strength of X, thus your second conclusion.
Yep, I just ran the numbers to compare various melee units with strengths increased by 83.33%, the 5x multiplier for min and spread damages. What I found was most of the calculations came out to the same damages with the increased strength as without it. In some cases, specifically a warrior facing a longswordsman or musketman would take 1 point less damage with the increased strengths. Since this was all based on 100 hit points, that's not much of a difference.
However, increasing the strength of all current units by the same factor would provide some wider gaps between those units. This would make it easier to fit new units in at all levels.
Current Strengths
Warrior 6
New Unit A 8.5 = 9
Swordsman 11
New Unit B 13.5 = 14
Longswordsman/Musketman 16
New Unit C 20.5 = 21
Rifleman 25
New Unit D 30.5 = 31
Infantry 36
New Unit E 43
Mechanized Infantry 50
Strengths Doubled With new units rounded down to be an even number
Warrior 12
New Unit A 17 rounded to 16
Swordsman 22
New Unit B 27 rounded to 26
Longswordsman/Musketman 32
New Unit C 41 rounded to 40
Rifleman 50
New Unit D 61 rounded to 60 (Machine Gun?)
Infantry 72
New Unit E 86
Mechanized Infantry 100