Kal-el
Deity
I promised you I would get back to you. 
Carrier 8/15/4 +4HP
Destroyer 22/16/4 +4HP
Aegis Cruiser 16/18/4 +5HP
Battleship 36/18/4 +5HP
Almost all units have had their A/D/M stats altered, so dont try and compare these stats to 0.86 stats.

Good point. I hadnt considered that before you brought it up. I have now altered the stats of the Naval Units:Originally posted by canabliss
some ideas for future releases...
Carriers: Having a defense of 20 while battleships have a 16, means that if your stack of navy units is attacked, the first to defend is the carrier. Since battleships have such a high attack rate they almost always will kill a carrier and leave the escort ships untouched. I changed my game to give carriers a defense of 12 and changed battleships to a/d 30/20. This way if you are attacked the big ships will fight it out first and also it means escorts for carriers are critical.
Carrier 8/15/4 +4HP
Destroyer 22/16/4 +4HP
Aegis Cruiser 16/18/4 +5HP
Battleship 36/18/4 +5HP
Almost all units have had their A/D/M stats altered, so dont try and compare these stats to 0.86 stats.

The APC is now the precursor to the Mech Infantry and no longer carries foot units.APC: I havent seen the AI use one of these yet, so I took them and trucks out. If I could I would remove mech infantry and have only apc with an a/d of 1/22, but since the ai can figure them out they become a human unit only (but great for mp)
Which version of DyP are you playing? It would be helpful if everybody would indicate, before they make any comments, which version of the mod they are talking about. It would also be helpful if I could remember when certain changes were made. Regardless, Theocracy will now be required to pay maintenance for improvements and will only get a finite number of free units.theocracy.... no matter what I do to try to keep the AI from going to and staying in theocracy, the no maintenance flag entices them too much and they almost always end up there. I'm thinking about taking it out too .
As long as you dont build it in a city that already has the wonder commerce bonus you should see an increase. That flag is not cumulative.East India Company.... not sure you get the commerce bonus when building this wonder, I think that it only increases movement but have to test it out again (right as I built it I got attacked and sidetracked from my testing)
We are going to test not setting any build often in the Governors and see how that works out.in my latest game (DyP world map) I flagged the AI civs to build workers, air and navy units often, and have seen Aztec battleships in my waters. It has also allowed the AI to build some railroads which I havent seen much before (maybe because of the theocracy worker rate). Its an emperor game and in the modern age my biggest, best wonder city (American Comm. and Indus.) is still only half the culture of the #5 city on the top 5 screen. the French (as indus. and expan.) built the first 20 wonders in the game and have built a lot of culture stuff throughout there empire, where Egypts capitol has built a library and a couple of small wonders. I like this because France was surrounded and need culture to keep there ground and they built it, where Egypt didnt have close neighbors and didnt need it, but I still havent caught up to Egypt in military strength.