Is there a determination in your code that needs to be changed as to the tech the NEW recalc's are doing??
Tech has nothing to do with any adjustments to unit strengths.
ie the pics below show that the units are alot LESS than they are in a normal game, and it doesnt make sense for these units to even be in the game is they are that LESS str at the tech they are currently in?? Useless units??
Cuir: No need for them at this str
Wardogs, useless; better spy notice units, cheaper if thats all these are good for now??
Game Hunters, absolutely useless at this str.
I don't have your pictures to go off of but...
1) By Cuir I imagine you're saying Cuirassier? These units should zero out and end up starting at the same strength as they usually do in a non-size matters game.
2) Wardogs - All dogs are a little less powerful than they are in a standard game. This does not make them useless, just more useful as spy spotting and overall visibility obtaining units. Furthermore, in a game with Fight or Flight, their primary purpose is to send them after wounded units that have proven strong at withdrawal. They are VERY good at pursuit and their diminished strength does not hinder them in mopping up the remnants of a damaged withdrawn unit. I do think even the first canine units should be given an extra movement, handler imagined or not, so they can dart out to get the withdrawn foe and have enough movement to return.
3) Game Hunters - No Hunter unit should ever be useful in battle against a non-animal unit. However, that said, the game hunter is far beyond a match for the most powerful animal units that can be brought to the field. Since some clever armies may indeed include some animal units - and I'd love to see some more advanced application of this later in the game, particularly with genetic engineering, that will make further hunter lines more useful - the hunter, although he has a diminished value later in the game, does remain somewhat worthwhile to have around. I was also thinking that some sniping ability might be beneficial for these units. Additionally, like the canine but even more powerful at it, these guys have the strongest pursuit values of any unit in the game so they make for great mopping up units. Use them against the wounded.
I must admit that I cannot attest to any one combat mod option being fully balanced without the presence of others. I only break them up at all so as to allow for some preferences to be considered. The appropriate way to bump these units that are starting with less strength up to their normal starting values in a non-size matters game would be to manipulate the xml. Give them the next higher ranking group or quality category as a default to start rather than the one they've been given.
@Reisk@: I have been working on solutions to your problems. Give me a bit to make sure there's no bugs. Seems every day here I think of something else that needs to be taken into consideration to alleviate your concerns but I've hit on a solution that would work for all sides of the debate.
You should understand that the mathematical method involved in every other tag application needed to be completely re-invented to achieve any size matters category modifiers more than 20%. However, I'd had a conversation with n47 a while back that introduced a new way to go about manipulating a unit's values and I'd wanted to test it out anyhow. Seems to work to achieve what it is you're looking for though I cannot say I believe it will be balanced at all until many other game factors are adjusted. But that will be the ongoing goal for a while thereafter.
The way it will work is to remove an inclusive modifier value (meaning one that modifies the base and is additive to other % based modifiers) at all for these unitcombats and make each rank up or down on any of them an over-ranking adjustment of a % to the overall previously resulted str (and other factors.)
To one who isn't coding this must seem like something that would be easily achieved but its something that's never been done in CivIV mathematical models so there was no precedence to go off of at all. Nevertheless, it's been sorted out and I'm just wrapping up some final tasks to make it worthwhile.
As to how to then go about appropriately establishing the underlying % adjustment will then be open to some debate as to what will maintain reasonable game balance.
At the same time I'll be opening up air units, siege units, tamed animals and workers to the list of those that may merge/split. This leaves GPs, Entertainers, Traders and Settlers incapable still and I don't believe there's cause to make them mergeable at all and in fact would be some good reasons not to from gameplay perspectives.
I've also gotta figure something out regarding property modifiers to make it possible for law enforcement, healers, and criminals to merge/split but I cannot promise this will be possible - property modifiers work on such a dedicated mechanism that is so difficult to manipulate as their values are not actually owned by the unit itself but rather the unit's base definition and promotions. So if it's to be made possible it's going to be something very tricky with promotions themselves.
The bombardment issue is also at the moment going to remain an outstanding problem but it's not just an issue for size matters. Your complaint about bombardment is one we've had for a while now - that all it is is a one shot distance method to enact collateral damage. It actually uses the unit's collateral damage settings and all the collateral damage code. This is why it doesn't hit the lead unit in the stack - because originally collateral would only damage the units you weren't entering battle with when you attacked so as not to give the unit an unfair advantage once the actual battle began. We have the same problem though with units that are supposed to be able to bombard but are not given to have any collateral damage when they attack - such units are not doing any bombard damage when they go to bombard because they don't have any collateral values! So there's a lot to mop up there and I'm still debating how to best approach it.