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Unit suggestions – A lot of units are over powered and severely imbalance the game!
I understand what you where trying to do, but the simple fact is whoever gets their UU first - And has the economy to do something with them -Wins! UU should provide and marginal edge not a devastating attack.
I also noticed a lack of defensive UU’s – Some civs need this more than an aggressive UU – The “peaceful” civs.
I also notice way too may cavalry UU’s – and probably too many tanks – There are other options!
I’m going to leave out some modern units for now as you haven’t fleshed this out yet – but there appears to be some imbalances their as well.
In general UU should only be 15% stronger than vanilla. Example Vulture is a 6, ax is a 5, 15% is +0.75 – If it is more than 15% it should cost more to produce and should never be more than 25% - example Roman Legion 25% stronger than vanilla and cost more.
*Note: Legion is 1.5 so you could round this to 7 or 8. - In general: 1.4 should be a +1 and 1.6 should be a +2.
If you give the UU an ability or promotion reduce the % of how strong it is –even less than vanilla i.e. Nubian Calvary is a 5 because it gets +50% vs melee, making it a 7.5 when it attacks a swordsman of 6.
If you add a SUPER UU that has 15 or 25% over vanilla and an ability or promotion, limit its numbers to no more than:
5 for early
10 for classical/medieval/renaissance
15 for modern
20 for late.
A Super UU that 15% stronger than vanilla can have 2 additional traits and cost 20% more.
A 25% unit can have 1 addtional trait and cost 35% more.
Less than vanilla can have 3 or more depending on how low the number is – I haven’t tried this but my guess is if it’s a -15% it gets 3, -25% gets 4. Cost based on how valuable the the trait is:
***edit added:
Attack traits is great for attack units but marginal for defense units and so on.
Cost should also be based on how effective the traits are i.e. woodsmans is great early in the game but much less so in mid game and pratically useless in modern times.
It may be necessary to add an “Achilles Heel” to some Super UU’s and to civs that get 2 UU’s at the same time
***
You probably shouldn’t reduce any civs standard defensive unit’s stats because that’s all they may have to fight with, unless you give them another defensive unit.
AND ALWAYS MAKE SURE THERE IS A COUNTER VANILLA UNIT!
The only exception should be super UU’s.
*SEE ABOVE refers to any earlier post.
Current units: 1.4:
Let’s starts with the UU’s first:
American: Humvee too strong for a General purpose (GP) recon – a Stryker or Bradley would be more appropriate.
Austrian: KUK 35% city is enough - probably to much reduce to 20% –give them standard rifleman stats and 10% hills Att/Def.
Aztec: Elite Jaguar no bonus vs crossbow (civs that don’t have horses need some defense!).
Babylonian: I just don’t like maceman for this civ (see above post) stats are ok though.
Carthaginian: elephant +10% city attack –10% hill def.
Celts – Galactic warrior -a weak UU from vanilla – maybe 20% city or 2 moves.
Chinese: Ninja: 9 is strong enough – give them +10% city def and standard mace stats.
Dutch: see above post – you probably shouldn’t reduce any civs standard defensive units stats because that’s all they may have to fight with.
Egypt: looks ok – but I don’t like their UU – see above.
English: Redcoat - Change back to vanilla and add other cavalry to their attack bonuses. Cromwell (see above for other more notable tanks) and follow the above rules.
Ethiopian: Oromo – to strong, reduce it to fit the above rules – Giraffe to strong, reduce it to fit the above rules. – Suggestion make it a 7 – doesn’t require ivory and give it 75% vs mounted.
French: See above for other UU’s the French have so many possible UU’s it’s kind of waste using a musket for them when a musket is a good UU for other civs. Anyway it’s too strong, reduce it to fit the above rules or make it a super UU.
German: to strong, reduce it to fit the above rules.
Greek: Here’s a sample of a unit the is so overpowered that I conquered a larger than huge hemisphere map with 24 civs and 5 continents by 1600 (sample a 4 promoted cav against a longbow in a city 28 to 5 odds of winning – needless to say I seldom ever lost a unit!) - to strong, reduce it to fit the above rules- see above for more flavored UU.
Holy Roman – Vatican Guard – see above for a more flavored unit - to strong, reduce it to fit the above rules.
Inca: Eagle Warrior - to strong, reduce it to fit the above rules. See above.
India: Elephant to strong, reduce it to fit the above rules. How about a defensive elephant?
Israel: to strong, reduce it to fit the above rules. See above for more flavored UU.
Japan: Yamato make it a super UU and give them destroyers.
Khmer: Rahgasta -to strong, reduce it to fit the above rules. see above for changes I made.
Korean: type 62 to strong, reduce it to fit the above rules.
Malinesse: Grenadier to strong, reduce it to fit the above rules.
Maya: Brutal to strong, reduce it to fit the above rules. See above.
Mongolian: to strong, reduce it to fit the above rules. See above
Native American: to strong, reduce it to fit the above rules. See above.
Ottoman: to strong, reduce it to fit the above rules.
Persian: to strong, reduce it to fit the above rules. see above.
Portuguese: to strong, reduce it to fit the above rules. See above.
Roman: Tank – just too messed up -60% vs infantry???? I know the Italians didn’t have good tanks but what are the tanks made of paper? See above for a more flavored unit.
Russian – SU 85 – ISU-152 is a better TD – also if you want they had good TD that was weaker against tanks but good vs infantry the SU-122, the SU 85 is in-between these 2. to strong, reduce it to fit the above rules. Another option is an early mobile artillery the BM-8-36 (Katusia Rockets), the Russians used massive numbers of these in WW2.
Spanish: to strong, reduce it to fit the above rules. See above.
Sumerian: to strong, reduce it to fit the above rules. See above. Almost fits within the guidelines but it is a 14 knight (should be a 10) and upgrades to 12 unit?
Viking: messed up unit – a knight that requires the Manhattan project ---will any knights be around then? to strong, reduce it to fit the above rules. See above.
Zulu - to strong, reduce it to fit the above rules and too weak for infantry -50% vs tank. See above.
I know this requires a lot of work, but when a human player thinks he’s doing well is invaded by 16 strength cuirassier or 14 strength knights, it will turn him right off!
Since I’m changing the units as I go I can help you with balancing them if you decided to make my suggestions, just let me know.