The Civ5 combat model is very different from the Civ4 model. In Civ4, damaged units were basically equivalent to lower tech units. [Also: every fight led to either the attacker or defender dying, unless there was a specific withdraw ability.] That isn't the case in Civ5; even a damaged armor unit is still going to take very little damage from a cavalry unit, the only impact that being injured has is to slightly reduce the amount of damage you deal out. It has no impact on the amount of damage you receive.
So spearman vs tank really isn't an issue.
The part where you said a damaged unit has a 'slightly' reduced damage output. I would have thought that a heavily damaged units should have a more pronounced reduction to damage output. So, for instance, a unit with 10/100 hit point would have its damage output reduced by 1/3-1/2.
Also, just to bump my previous unit balance question (I added it as an edit, which was probably missed), I am still trying to change the range of the guided missile, and cannot find out how.
From other thread: Also, I am trying to adjust the range of the guided missile. Even if I set the range to 8 in the units.xml, it remains 6, which I think is due to the promotions it starts with. In the promotions file (for the mod) I noticed the tag:
<Update>
<Where Type="PROMOTION_AIR_RANGE" />
<Set RangeChange="6"
PromotionPrereqOr4="PROMOTION_AIR_BOMBARDMENT_1"
Now, the missile itself does not have this promotion, but it does have the evasion promotion, which has a perquisite of air bombardment 2, which in turn has the perquisite promotion of air bombardment 1. Is this where my problem lies, or is there something else setting it range to 6 (If I disable the mod, the range matches unit xml numbers, so it is defiantly something in the mod).
/>
Lastly, thanks for helping me out guys. Really appreciated.
