@Optional
In this mod I did crank up the healing per turn by 10x. So units heal just as fast as they do without the mod. However, I only increased the damages they deal by 4x, so instead of two melee units of the same strength dealing about 50% damage when they fight, they only do around 20%.
When playing with the mod I was seeing melee damages around 20-30 and ranged/air strike damages around 15-25. Units were healing 10 when in neutral/enemy, 20 in friendly and 30 in cities, without a medic nearby.
Even if I cranked the "CITY_HIT_POINTS_HEALED_PER_TURN" setting from the default of 2 all the way up to 1000, with the actual hitpoints cranked from the default of 25 to 250, it would only heal 5 per turn.
These lines are all 10x normal
<Update>
<Set Value="100"/>
<Where Name="MAX_HIT_POINTS"/>
</Update>
<Update>
<Set Value="250"/>
<Where Name="MAX_CITY_HIT_POINTS"/>
</Update>
<Update>
<Set Value="20"/>
<Where Name="CITY_HIT_POINTS_HEALED_PER_TURN"/>
</Update>
<Update>
<Set Value="10"/>
<Where Name="ENEMY_HEAL_RATE"/>
</Update>
<Update>
<Set Value="10"/>
<Where Name="NEUTRAL_HEAL_RATE"/>
</Update>
<Update>
<Set Value="20"/>
<Where Name="FRIENDLY_HEAL_RATE"/>
</Update>
<Update>
<Set Value="30"/>
<Where Name="CITY_HEAL_RATE"/>
</Update>
These are all 4x normal
<Update>
<Set Value="1600"/>
<Where Name="ATTACK_SAME_STRENGTH_MIN_DAMAGE"/>
</Update>
<!-- Note: this will actually produce between 0.00 and 15.99 damage -->
<Update>
<Set Value="1600"/>
<Where Name="ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE"/>
</Update>
<Update>
<Set Value="800"/>
<Where Name="RANGE_ATTACK_SAME_STRENGTH_MIN_DAMAGE"/>
</Update>
<!-- Note: this will actually produce between 0.00 and 15.99 damage -->
<Update>
<Set Value="1600"/>
<Where Name="RANGE_ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE"/>
</Update>
<Update>
<Set Value="800"/>
<Where Name="AIR_STRIKE_SAME_STRENGTH_MIN_DEFENSE_DAMAGE"/>
</Update>
<!-- Note: this will actually produce between 0.00 and 7.99 damage -->
<Update>>
<Set Value="800"/>
<Where Name="AIR_STRIKE_SAME_STRENGTH_POSSIBLE_EXTRA_DEFENSE_DAMAGE"/>
</Update>
<Update>
<Set Value="1600"/>
<Where Name="INTERCEPTION_SAME_STRENGTH_MIN_DAMAGE"/>
</Update>
<!-- Note: this will actually produce between 0.00 and 11.99 damage -->
<Update>
<Set Value="1200"/>
<Where Name="INTERCEPTION_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE"/>
</Update>
<!-- City Combat Defines -->
<Update>
<Set Value="4"/>
<Where Name="MIN_CITY_STRIKE_DAMAGE"/>
</Update>
After uploading the mod I did remove these lines when I discovered that they caused units to be dropped from full health to only about 1 HP when attacking a city even if the city was down to 1 HP.
<Update>
<Set Value="200"/>
<Where Name="CITY_ATTACKING_DAMAGE_MOD"/>
</Update>
<Update>
<Set Value="400"/>
<Where Name="ATTACKING_CITY_MELEE_DAMAGE_MOD"/>
</Update>
I was just scanning through the global defines again and found these lines way above all the damages I adjusted.
<Row Name="NONCOMBAT_UNIT_RANGED_DAMAGE">
<Value>4</Value>
</Row>
I'm gonna try changing these to see if it fixed that embarked damage.
This line indicates, that no matter how many hitpoints a city starts with it should always have half that amount when captured.
<Row Name="CITY_CAPTURE_DAMAGE_PERCENT">
<Value>50</Value>
</Row>
While typing this I noticed there were a few more posts when I hit preview. So I have to agree with MadDjinn's statement here.
The combat mechanics are a bit spread out, so it might be hard to 'emulate' what might be in the GaK re: combat damage. It might not all be in the LUA/XML either.