Renergy
Warlord
Have been experimenting with civedx.exe, basically multiplied attack/defense of all units by ten and then began to fine tune. Outcome: Civ seems to be coping with the "big numbers" well, no crashes, no overflows, the battles work as expected so far, that is after couple of games I've yet to see a glitch.
"reCIV" renergy's civ that is
note: 10 in A/D here equals 1 in original (read 10 as 1.0)
- Settlers: 0/10/2, cost: 5 - giving settlers 2 movement points makes them so much more practical, while not overpowered; and is justified imho - they have wagoons + horses, so can ride, makes sense to me
and slightly increasing their cost is what I think makes sense too
note: If you give settlers nonzero attack, they will generate unrest in home city. On the opposite, I've tried to zero the attack of trireme/sail so that they wouldn't generate unrest, but it lead to civ crashing (div by zero).
- Militia: 20/10/1, cost: 1 doubled militia's attack ability
- Phalanx: 10/25/1, cost: 3 more effective defense for higher cost
- Legion: 30/10/1, cost: 2 no change here
- Musketeers: 20/40/1, cost: 3 boosted defense
- Riflemen: 30/50/1, cost: 3 no change
- Cavalry 25/10/3, cost: 2 better movement and slightly higher attack. watch out for barbs!
- Knights 55/25/2, cost: 4 kept movement at 2, since knights are heavy; boosted attack and defense so they stand out from chariots
- Catapult 70/10/1, cost: 4 increased attack by 10 ("=" 1 in orig. stats)
- Cannon 90/10/1, cost: 4 the same as for catapult
- Chariot 33/10/2, cost: 3 perhaps a bit controversial change - chariots were imho overpowered; so weakened their attack to 33 (i.e. 3.3 compared to original 4.0). They are cheaper to build now
- Armor 100/50/4, cost: 10 yes, four movement points; more expensive
- Mech. inf. 70/60/5, cost: 5 five MPs since they are lighter than tanks; slightly boosted attack
- Artillery 120/20/2, cost: 6
- Fighter 50/20/20, cost: 5 twice the MPs
- Bomber 130/10/12, cost: 10
- Trireme 10/0/3, cost: 4
- Sail 10/10/4, cost: 4 increased movement by 1
- Frigate 20/20/4, cost: 4, vis: 3 better visibility for frigate
- Ironclad 60/40/5 boosted attack and increased range
- Cruiser 80/60/10 yes, 10 MPs; also slight increase in attack
- Battleship 180/120/5
- Submarine 80/20/8
- Carrier 20/120/7
- Transport 10/30/8
- Nuclear 230/0/20 - should be renamed ICBMs; highest value in civedx.exe for attack is 231, hence nuclear doesn't/can't have 99*10=990
- Diplomat 0/0/3 - 3 MPs, in line with cavalry - diplomat can afford a horse. This makes him a good scout.
- Caravan 0/10/2 - 2 MPs, makes them much more practical; similar argument as for settlers (drive on camels)
civil0: King Montezuma, Aztecs on Earth map.
civil1: Prince Hammurabi, Babylonians on Earth.
Gave diplomat a slight defense of 2 (read 0.2).
civil2: Prince Caesar, Romans on an island - small/temp/normal/4by random world.
Again, diplomat has defense 2
Enjoy!
"reCIV" renergy's civ that is

note: 10 in A/D here equals 1 in original (read 10 as 1.0)
- Settlers: 0/10/2, cost: 5 - giving settlers 2 movement points makes them so much more practical, while not overpowered; and is justified imho - they have wagoons + horses, so can ride, makes sense to me

note: If you give settlers nonzero attack, they will generate unrest in home city. On the opposite, I've tried to zero the attack of trireme/sail so that they wouldn't generate unrest, but it lead to civ crashing (div by zero).
- Militia: 20/10/1, cost: 1 doubled militia's attack ability
- Phalanx: 10/25/1, cost: 3 more effective defense for higher cost
- Legion: 30/10/1, cost: 2 no change here
- Musketeers: 20/40/1, cost: 3 boosted defense
- Riflemen: 30/50/1, cost: 3 no change
- Cavalry 25/10/3, cost: 2 better movement and slightly higher attack. watch out for barbs!
- Knights 55/25/2, cost: 4 kept movement at 2, since knights are heavy; boosted attack and defense so they stand out from chariots
- Catapult 70/10/1, cost: 4 increased attack by 10 ("=" 1 in orig. stats)
- Cannon 90/10/1, cost: 4 the same as for catapult
- Chariot 33/10/2, cost: 3 perhaps a bit controversial change - chariots were imho overpowered; so weakened their attack to 33 (i.e. 3.3 compared to original 4.0). They are cheaper to build now
- Armor 100/50/4, cost: 10 yes, four movement points; more expensive
- Mech. inf. 70/60/5, cost: 5 five MPs since they are lighter than tanks; slightly boosted attack
- Artillery 120/20/2, cost: 6
- Fighter 50/20/20, cost: 5 twice the MPs
- Bomber 130/10/12, cost: 10
- Trireme 10/0/3, cost: 4
- Sail 10/10/4, cost: 4 increased movement by 1
- Frigate 20/20/4, cost: 4, vis: 3 better visibility for frigate
- Ironclad 60/40/5 boosted attack and increased range
- Cruiser 80/60/10 yes, 10 MPs; also slight increase in attack
- Battleship 180/120/5
- Submarine 80/20/8
- Carrier 20/120/7
- Transport 10/30/8
- Nuclear 230/0/20 - should be renamed ICBMs; highest value in civedx.exe for attack is 231, hence nuclear doesn't/can't have 99*10=990
- Diplomat 0/0/3 - 3 MPs, in line with cavalry - diplomat can afford a horse. This makes him a good scout.
- Caravan 0/10/2 - 2 MPs, makes them much more practical; similar argument as for settlers (drive on camels)
civil0: King Montezuma, Aztecs on Earth map.
civil1: Prince Hammurabi, Babylonians on Earth.
Gave diplomat a slight defense of 2 (read 0.2).
civil2: Prince Caesar, Romans on an island - small/temp/normal/4by random world.
Again, diplomat has defense 2
Enjoy!