Ahriman
Tyrant
Diplo penalty which is still, questionable - if there is weaker rival - it get no chances to make better infrastructure to chase you in power . And he is weaker, so he wont attack you, and will be just crippled.
?
A diplomacxy penalty is significant because it causes the other civs to gang up on you.
I assume you mean Infantry, not infiltrator (which is the spy unit).I think we need o boost guardian type units -soldier-infiltrator-MG-HT
I have no strong objection to reassessing the strength of this unit line, but we would have to think about it very carefully, as there is lots of scope for messing up. How much defense strength should be needed to hold off how much offensive strength? How should we evaluate the fact that we don't quite have simultaneous tiers; infantry are lower tech cost than quads or bladesmen, maula guardsmen are lower tech cost than hardened bladesmen, heavy troopers are (slightly) lower tech cost than shield troopers, etc.
If infantry can easily fight off bladesmen, then there is no reward for beelining bladesmen and maknig an early assault. A bladesman army becomes rapidly obsolete as soon as the enemy hits maula guardsmen - and hardened bladesmen really don't do overwhelmingly well vs maula guardsmen.
If we boost infantry strength, we probably would also need to also make them cost more, and/or make increase their tech cost and/or tweak the tech tree requirements.
Part of the issue is that the low base strength on guardsmen units means that they do not benefit from promotions as much as other units do.
Eg: Infantry unit = ~3+45% city defense +25% fortification bonus = strength 3*1.7=5.1. (Also a first strike). Infantry unit with city defender 2 = strenth 3*2.1 = 6.3.
Bladesmen unit = ~5+20% city attack = 5*1.2 = 6.
Bladesmen with city raider 2 = 5*1.6 = 8.
So, much larger gain from promotions in the latter case.
But we probably don't really want to boost infantry or maula guardsmen to strength 4 or 6.
Maybe give them an extra first strike chance?
The alternative though is weakening other city assault units, or making them more specialized. Eg: lowering shield trooper strength while increasing their city attack bonus, so that they get less benefit from city raider promotions, or lowering the city attack bonus on melee units, or reducing the collateral damage from siege units (missile launcher probably does too much collateral).
Yet another alternative is to push the melee tech costs a little later.
I would suggest though that we try and change how the defense system works (stacking city walls with cultural defenses) before we start messing with units too much.
David, do you know how difficult this would be (adopting FFH-style city defenses)? Do you think its worth it? (It makes defensive buildings universally valuable, instead of occasionally valuable).