I've been going through the UniInfos and civpedia a bit more, looking for errors
There are a loot of em :S
A few new ones I found, incase you havent fixed em:
Howitzer: No collateral damage
Mobile Artillery: Massive collateral damage, up to 20 units, 100% accuracy on ranged bombard (and its supposed to be superceeded by the howitzer
)
The Stryker class of vehicles, their cargo data is insufficient. Lacking cargo domain and limit to footsoldiers.
Wickes class ship seems useless
its an ironclad, upgrades to destroyers, but isnt avaliable until far after destroyers. Move it or remove it I guess
Bomber ship: in my opinion it feels sorta out of place... I'd remove it having a ship with city attack doesnt really make sense, there are enough bombard capable units and land units to attack cities with as it is
Typhoon had faulty cargo specifications (incase you havent looked at it) says Domain_Land when it should be Domain_Air, it also lacked AI script for missile_carrier.
While I havent tried mechanized infantry or strykers yet, at a glance the +60% defense bonus seems waaay high
They already get city defense bonuses + defense bonuses from terrain. I lowered it to 30 myself, will see how it works.
What else... hmm, well destroyers shouldnt have attack bonuses against battleships
This is what I gave the destroyers:
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_ATTACK_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_NUCLEAR_SUB</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
I changed them to upgrade to Aegis instead and lowered the combat value to 32 (34 for the UUs).
Aegis got attack 35 and the following bonuses
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_ATTACK_SUBMARINE</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_NUCLEAR_SUB</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_STEALTH_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
Battleship bonus is in there to indicate that its far ahead of the battleship technology wise, Ive also given the missile cruiser an attack and defense bonus vs battleship to set them apart.
Stealth destroyer got lower combat values then the aegis but higher withdrawal (35%) and 9 movement.
The anti-ship submarine (atm its the nuclear sub as that was the easiest to modify
it should be the attack sub really, anyway)
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_STEALTH_DESTROYER</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_AEGIS</UnitClassType>
<iUnitClassMod>30</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_MISSILE_CRUISER</UnitClassType>
<iUnitClassMod>35</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_ATTACK_SUBMARINE</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
Also gave it a defense bonus vs the missile subs, 25%.
Anyway, destroyers/aegis should be more escort oriented and anti-air defence oriented then say, the battleship or missile cruiser. To quote wikipedia:
In naval terminology, a destroyer is a fast and maneuverable yet long-endurance warship intended to escort larger vessels in a fleet or battle group and defend them against smaller, short-range but powerful attackers (originally torpedo boats, later submarines and aircraft).
Anyway keep up the good work, after going through the unitinfos file I can see you have so much work to do (if you havent done it already with the balancing etc). So I wish you the best of luck and I'll keep trying to come up with good ideas
Oh and potatoes aren't generated upon map generation
EDIT1: Mobile arty and howtizer lacked bombardrate data and thus could not do ranged bombard (howtizer had bombrate instead), both can also fully kill units unlike previous siege weapons (should stick to the same philosophy I think?)