Where the game runs into problems is the early gunpowder age. This is because it makes musketmen arrive first, when actually cannons arrived first (early handguns were useless, matchlocks were first effective firearms) what about having the "bombard" unit (siege str 6 double vs city) arrive with gunpowder and then have the cannon 12 arrive with military science along with the grenadier and cuirassier. Finally perhaps add the tech "musket" which is between gunpowder and chemistry and adds the musket unit, just like rifle has its own tech. This way armies will consist of knights, musketmen, pikemen and bombards (nice representation of 16th-17th century warfare) and then go into cuirassier, grenadier, cannon (excellent simulation of 18th-early 19th century warfare) and then on into rifles, cavalry, cannon (late 19th to early 20th century) What do you think? This way cannons do not dominate musketmen in the 16th-17th century, which is more accurate.
Okay... I've had a change of heart here... I really don't want to go around adding a bunch of new techs, but I think this one might be worth adding. I'll add either a "Flintlock" or "Musket" tech inbetween Gunpowder and Chemistry... When I speak of adding this tech, think of "Flintlock" or "Musket" as the "new Gunpowder"... and think of "Gunpowder" as nothing-more then an early (Medieval) entry-point for the Bombard... in-fact, I'll switch Gunpowder from a Renaissance to a Medieval tech, and make the new Flintlock tech the new entry-point to the Renaissance... in short, Gunpowder will now do little more then add the Bombard to the game... the "kick" effect of musketmen, pinch promotions and most of the weapon techs will actually now come with Flintlock (which is why I said Flintlock will be the new Gunpowder). This will have multiple impacts (all for the good)...
1) Bombards will now be introduced in the Medieval Age...
2) This will actually lengthen the lifespan of late medieval times, rather then shorten the musket period (which will be the same length).
3) This will also lengthen the useful time of Cogs and Galleasses (Medieval ships)
4) Galleons will now come with Astronomy + Gunpowder (instead of JUST Astronomy).
5) Privateers and Frigates will come with Astronomy + Flintlock (instead of Astronomy + Gunpowder)
I'll also now require that the Rifling tech needs Military Science... which means you can't skip-over Grenadiers (and Cannons which will now be with Military Science).
Two quick things in the unitinfos.xml file I just noticed you probably want to change.
1) I think you have the ibombardrate of Trebs and Cannons switched. Trebs is 14%/turn and Cannons is 8%/turn. These should be switched with the new bombard falling somewhere in between.
2) The transport ships are missing the unitAIs for transport_missionary and transport_spy (I think that's what they are, check the caravel's unitAI tags). That's how default CIV ships, but it's bad design. These tags are only on caravals and subs, so when the AI doesn't have caravals or subs (early and middle game) it is unable to ship missionaries and spys. I added these UnitAI tags to transport ships in my game and haven't noticed any problems. Only thing I've seen is the AI actually shipping over missionaries to island cities (All be it rarely, but at least the AI can and sometimes will do it if you add these tags).
1) By default, Cats are 8% and Trebs are 16%... Cannons are 12%.... but I think this has to do with how castles and walls are factored-in. Bombards will act more like Cannons (ignore building defenses) and less like Cats and Trebs (so 12%).
2) I'll look into that... I suppose that should be looked at for ALL transports, not just "Transports".
Hey wolf at what tech will cogs appear? And maybe I'm getting really crazy but do you ever make random events? If so a Hanseatic League event having to do with Cog construction would be a nice flavor event, siimilar to the harbor master event.
The Medieval ships will appear during Medieval times...
1) Cogs: Compass+Engineering
2) Galleass: Compass+Guilds
3) Caravel/Carrack: Optics (unchanged)
I haven't really thought about the random events... that's a whole 'nother matter. My head already hurts with the changes I've done over the past 24 hours.
Oh... and success... with a little help from Coyote, the Cogs are firing arrows now like they should instead of cannons. That's the status report for now... time to watch some NFL.