Well strategic ressources play a role here too, swords are very strong because they require Iron. Horsemen are 14 but with 4 movement and withdrawal and the penalty for city attack is lower than vanilla. While horses have a less powerful attack they are in general easier to save than melee. Archers still work well in their respective eras as a second line or in defense where they should be. There is a limit due to 1UPT of how many front liner you can field, this is what acts as balance between melee and ranged. I want to also remind you that while archers are weaker they are also cheaper and cover is down to 25%. yung carl even made the claim that he still preffer Xbows to melee units in medieval. I want melee to act as the main meat grinder, range units as extra damage and horses as hit and run units. Unique Units are an exception and things that got hit hard by the changes like the Impi or the CKN will get some love back when I work on them. For pikemen you have a point that they could go to strength 17 or 18 due to their later position which is a change entertained for the next version. The main reason why pikes are at chivalry is that they are the counter to knights and should come at the same time at the earliest. The second reason is that Civil Service already is a key tech and probably shouldn't give better defense on top of better economy. Overall I should do another pass on units to keep the ratios consistent though. Probably should make warriors unavailable at IronWorking instead of MetalCasting too. Here are a few strength ratios: LS / Knight = 1.15 Sword / Horseman = 1.14 Knight / Pike = 1.25 Horseman / Spear = 1.17 LS / Pike = 1.44 Sword / Spear = 1.33 If I want to keep these ratios consistant it would appear a Pike buff is necessary to have Knight / Pike and LS / Pike be consistent with the previous era. Pike at 17 achieves this with a slight cost reduction (probably -5).