Since you're looking for more things to change when it comes to units...
I mentioned this before but didn't get much input on it - Scouts in their current form are almost not worth building. They get eaten alive (literally
) by the numerous
3 and 4 animal units almost as soon as you can build them, reducing the advantage of playing a civ that starts with Hunting. Yeah you can hit some tribal villages if you get lucky but you almost have to spam them non-stop if you want to explore any significant amount of territory.
Sugggestion: Scout
1 -> 2, normal bonus vs animals kept or possibly reduced to as much as 75% or even 50% if needed for balance reasons. Allow them to win the battles vs 1 and 2
animals handily unless badly wounded or surrounded, but they can still lose vs the 3 and 4
animals if you're unlucky or careless with your explorations/healing.
A few other random thoughts on units:
- I think there needs to be some type of mid-to-late game recon unit. The line ends with Adventurers, there should be at least one and possibly 2 more later recon unit types, something to do with helicopters in the modern era perhaps.
- A later/late game more advanced colonist would be nice as well if possible, found cities with a size of 5 - 7 with all the usual early priority buildings of late modern era and up cities.
- Workers being upgradable to Clones or more logically Androids might be nice. In games I've managed to reach the Transhuman era I always have tons of leftover normal workers still hanging around when I can build Clones and Androids, being able to "retrofit" them into the advanced versions would be nice. Should cost a great deal of course, but money is almost never a problem if you make it that far in the game.