Quite frankly a lot of the values on several units do not make sense. This mod addresses most (all?) of these glaring issues.
Changelog
All units - Upgrade costs reduced by about 1/3. I say about because the formula for this is.. it's rough - real rough. It's rounding and pulling horsehockey out of its ass no matter what, but upgrades should be in the neighborhood of 33% off. I felt like it was easier to just produce an entirely new army than upgrade my existing one in a lot of situations (yes, even with the 50% off policy), and that didn't make sense to me.
Anti cavalry units - Anti cavalry bonus increased to 20 (up from 10). Most anti cavalry units would stalemate against cavalry of their era.. I don't even have words for how little sense this makes.
Switched retainers (+1 amenity in this city if it has a garrisoned unit) and conscription (-1 gpt maintenance per unit). This was because conscription came at a time where it made most/all of your units free which was way too strong. It's already one of the better (best?) military policies, so hopefully this tones things down a bit.
Military Engineer - Number of build charges changed to 4 (up from 2). 2 charges was pathetic.
Scout/Ranger - Now do not exert ZOC and ignore ZOC. This was a great suggestion I saw on reddit. Why would your recon units want to engage?
War-Cart - Now requires the wheel and replaces the war chariot. I don't know why it didn't replace the war chariot already since it was a strict upgrade.. Anyway, war-carts came out way too fast and didn't need that. Might help you not die immediately on higher difficulties if Sumeria is nearby or if your buddy feels like rushing in multiplayer.
Pikeman - Combat strength changed to 38 (down from 41). Pikemen were adjusted to keep in line with the other anti cavalry units (10 strength below their respective era cavalry) as to not completely destroy knights (they probably still will anyway). Not sure if this was needed but consistency is important!
Cavalry/Cossack/Rough Rider - Movement changed to 4 (down from 5). I really did not understand why cavalry went from 4 movement to 5 then back down to 4. They're the same horses..
Rough Rider - Now upgrade into tanks. I don't understand why they didn't previously.
Ironclad - Movement changed to 4 (down from 5) and sight changed to 2 (down from 3). Ironclads are for fighting not exploring.
Battleship/Minas Geraes - Movement changed to 4 (down from 5). Battleships already gained +1 range and did not need the extra movement plus IRL battleships are very slow.
AT Crew - Movement changed to 3 (up from 2). Felt a little weird that the anti cavalry line never "got better" overall like most other lines (more movement/more range/etc), so I threw them a bone. This might not be necessary since I made this change before the +10 combat strength vs cavalry, but I don't think it'll hurt anybody.
Machine Gun - Melee combat strength changed to 60 (down from 65) and range changed to 2 (up from 1). Machine guns having less range than archers is one of the stupidest things I have seen in any video game and made no sense logically, gameplay-wise, or historically. Compensated slightly by lowering melee strength.
Destroyer - Movement changed to 6 (up from 4) and sight changed to 3 (up from 2). Yes, Ironclads had more movement and more sight than Destroyers.
Helicopter - Movement changed to 6 (up from 4). Same movement as horses? REALLY?
Missile Cruiser - Movement changed to 6 (up from 4). Don't even get me started.
Modern AT - Combat strength changed to 90 (up from 80) and movement changed to 3 (up from 2). Their strength was out of line compared to the previous tier vs mechanized infantry, and I buffed their movement to go along with the AT crew (see above).
Modern Armor - Combat strength changed to 100 (up from 90) and movement changed to 5 (up from 4). Why would you even build these if they're the same strength as mechanized infantry but don't have the "oh no we're weak to the awful anti cavalry" penalty? I know they ignore ZOC, but that's not a huge deal.
Originally I also nerfed the cavalry policies to 50%, but apparently Firaxis woke up and realised that +100% production was stupid.
Installation
Unzip the folder into either your mods folder (C:\Users\<your name>\Documents\My Games\Sid Meier's Civilization VI\Mods) or DLC folder (C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization VI\DLC). Apologies if you're on mac since I have no idea where they would go.
Changelog
All units - Upgrade costs reduced by about 1/3. I say about because the formula for this is.. it's rough - real rough. It's rounding and pulling horsehockey out of its ass no matter what, but upgrades should be in the neighborhood of 33% off. I felt like it was easier to just produce an entirely new army than upgrade my existing one in a lot of situations (yes, even with the 50% off policy), and that didn't make sense to me.
Anti cavalry units - Anti cavalry bonus increased to 20 (up from 10). Most anti cavalry units would stalemate against cavalry of their era.. I don't even have words for how little sense this makes.
Switched retainers (+1 amenity in this city if it has a garrisoned unit) and conscription (-1 gpt maintenance per unit). This was because conscription came at a time where it made most/all of your units free which was way too strong. It's already one of the better (best?) military policies, so hopefully this tones things down a bit.
Military Engineer - Number of build charges changed to 4 (up from 2). 2 charges was pathetic.
Scout/Ranger - Now do not exert ZOC and ignore ZOC. This was a great suggestion I saw on reddit. Why would your recon units want to engage?
War-Cart - Now requires the wheel and replaces the war chariot. I don't know why it didn't replace the war chariot already since it was a strict upgrade.. Anyway, war-carts came out way too fast and didn't need that. Might help you not die immediately on higher difficulties if Sumeria is nearby or if your buddy feels like rushing in multiplayer.
Pikeman - Combat strength changed to 38 (down from 41). Pikemen were adjusted to keep in line with the other anti cavalry units (10 strength below their respective era cavalry) as to not completely destroy knights (they probably still will anyway). Not sure if this was needed but consistency is important!
Cavalry/Cossack/Rough Rider - Movement changed to 4 (down from 5). I really did not understand why cavalry went from 4 movement to 5 then back down to 4. They're the same horses..
Rough Rider - Now upgrade into tanks. I don't understand why they didn't previously.
Ironclad - Movement changed to 4 (down from 5) and sight changed to 2 (down from 3). Ironclads are for fighting not exploring.
Battleship/Minas Geraes - Movement changed to 4 (down from 5). Battleships already gained +1 range and did not need the extra movement plus IRL battleships are very slow.
AT Crew - Movement changed to 3 (up from 2). Felt a little weird that the anti cavalry line never "got better" overall like most other lines (more movement/more range/etc), so I threw them a bone. This might not be necessary since I made this change before the +10 combat strength vs cavalry, but I don't think it'll hurt anybody.
Machine Gun - Melee combat strength changed to 60 (down from 65) and range changed to 2 (up from 1). Machine guns having less range than archers is one of the stupidest things I have seen in any video game and made no sense logically, gameplay-wise, or historically. Compensated slightly by lowering melee strength.
Destroyer - Movement changed to 6 (up from 4) and sight changed to 3 (up from 2). Yes, Ironclads had more movement and more sight than Destroyers.
Helicopter - Movement changed to 6 (up from 4). Same movement as horses? REALLY?
Missile Cruiser - Movement changed to 6 (up from 4). Don't even get me started.
Modern AT - Combat strength changed to 90 (up from 80) and movement changed to 3 (up from 2). Their strength was out of line compared to the previous tier vs mechanized infantry, and I buffed their movement to go along with the AT crew (see above).
Modern Armor - Combat strength changed to 100 (up from 90) and movement changed to 5 (up from 4). Why would you even build these if they're the same strength as mechanized infantry but don't have the "oh no we're weak to the awful anti cavalry" penalty? I know they ignore ZOC, but that's not a huge deal.
Originally I also nerfed the cavalry policies to 50%, but apparently Firaxis woke up and realised that +100% production was stupid.
Installation
Unzip the folder into either your mods folder (C:\Users\<your name>\Documents\My Games\Sid Meier's Civilization VI\Mods) or DLC folder (C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization VI\DLC). Apologies if you're on mac since I have no idea where they would go.