Hand-Axe @ 15 (20 ranged) strenght - overpowered?

I had some discussions with Thal on this one. What appears to have been done was raising the tech exponent value slightly, which raised later game units (across the board). To the extent this was desirable, which I think it was since I suggested it, it might have been on the high end but is otherwise okay. The gunpowder unit value was raised from .75 to .85 (better, but not ideal, it combines with the tech exponent well since most gun units are later in the game).

Cities are largely unaffected from before (some modifications to tech effects, and garrison units should be somewhat stronger), so melee units overall should be more effective, and somewhat stronger against air and ranged or mobile units.

Overall, I think the shifts are fine, but on the high side tech wise (the exponent could be tweaked a little to 1.3 or 1.31 and produce okay balance without as many extremes), and still a little low for infantry units but much, much better than before.

I'm not sure where the lancer/helo change to ranged and chariot archer range change came from. Maybe to get rid of the first strike and treat them like land subs. Land glass cannons with high attack and low strength? Not sure what the rationale was. But it does look like that's why the hand-axe is ridiculous as it gets modified by the chariot changes, and has its own stat line that gets better modifiers instead of the chariot's base stats.

Airborne was also removed entirely. Which I'm not sure about either.

The spreadsheet in the mod is pretty close to a design document, but not exactly.

Some specific notes to how those panned out (as compared to previous CEP version).

Naval/air units
Spoiler :

Missile Cruiser +58% (looks like it was moved back a tech line on top of the general increase) 125 :c5rangedstrength:
Missile Destroyer +40% (85 :c5strength:)
Nuclear Sub +40/38% (125 :c5rangedstrength:)
CV +32% (70 :c5strength:)
BB +32% (70 :c5rangedstrength:)
DD +19% (52 :c5strength:)
Ironclad +16% (43 :c5rangedstrength:)
Frigate +10% (still melee) (32 :c5strength:)
Galleon +10% (still ranged) (32 :c5rangedstrength:)
Carrack/Galleass +5% (21)

Air units
Fighter/Bomber +10% (55)
Jet/Stealth +14% (80)
Missile +33%


Gunpowder line
Spoiler :

Arque +20% (now equal to longsword @24 :c5strength: minus city attack bonus, but cheaper and no iron requirement)
Musket +28%, now 32
Rifle +32%, now 37
Infantry +43% , now 50
Mech +63% , now 85


Other land
Spoiler :
Armor +26% (105)
Tank +34% (75)
Landship +25% (55)
Bazooka +41%
MG +28%/+14%
Arty +15% (45)
Rocket +36% (75)
Dragoon +14% (40)
Cannon +10% (33)
Xbow +6% (17 :c5rangedstrength:)
Treb +5% (22 :c5rangedstrength:)
Pike +20% (18)
Longsword +4% (24)
Chariot +18% (13 :c5rangedstrength: ), -1 range


Most of the increases are coupled with increases to unit costs, with gunpowder, naval, and air units getting lower increases.
 
That sounds much improved, but its hard to tell without all the strengths in front of me. % changes aren't helpful when the baseline isn't clear.

I worry that WW1 strength 45 artillery might be a bit too strong vs strength 37 rifles, and that industrial era strength 40 dragoons might be too strong vs strength 32 muskets, but we can test and see.

What do longswords upgrade to? How about pikemen (it should be arquebus)?

Are we getting an industrial era ranged and melee ships, as I thought there was consensus for? [eg Melee ironclad without strategic resource requirement + coal-using Dreadnought that upgrades to battleship.]

Maybe to get rid of the first strike and treat them like land subs.
But that feels really strange. Most naval units are really ranged in the sense of firing projectiles, but it doesn't feel so strange to abstract some of them as being melee so they can attack cities. But lancers literally use a lance, it feels bizarre to make them into a ranged unit. Horse archers they're not, and a Renaissance era horse archer would feel bizarre. They'd work better as glass cannons as move-after-attack mounted units with the defense penalty or an attack bonus, like they used to be. Another way to make them interestingly different would be to give them blitz, and a defensive penalty.
Other options include removing them, making them an intermediate upgrade between knights and dragoons, or having them upgrade to dragoons, so they go back into the general tank line.
 
I updated the post with some figures for ships and planes since they were omitted. The basic effect was to show that later units got much stronger than earlier ones, and that gunpowder units tended to get stronger than other same era units based on what they were before, which usually brought them into much closer unit strength. Keep in mind that artillery was 39 vs 28 for rifles, and dragoons were 35-25 vs muskets. It's still perhaps uglier than necessary, but it's much less so at least.

I don't think the longsword upgrade path changed. They upgrade to musketmen, not arques. They have the same strength, and arques are cheaper so it would be a rather illogical upgrade (you might end up gaining money I think). Pikes upgrade to arques.

There wasn't any new unit introduced. I'd be quite in favor of the dreadnought/ironclad combo myself, especially with the higher gap in strength between ironclads and BBs now, there seems to be a space to fill it with (and/or to move ironclads back to melee as in vanilla). If missile cruisers are being moved back on the tech as well, there's a space for battleships to be around for a while themselves.

The lancer has always been a complicated unit. :) I'd guess that it's being played around with as the first strike promo was a bit of an overpowered effect on attack that did the same thing as making them ranged. Except for the XP. But I agree making them ranged doesn't really resolve them. They seem fine with attack bonuses, move after, the counter-unit ability for dragoons and reasonably high strength (but not overpoweringly so). Gunships are in the same boat. I'm less sure about how chariots fit into that architecture, maybe because they've always been ranged.
 
I didn't directly buff them, so any changes are unintended. I'll investigate it further.

Update: Oooh so axmen are chariots. That's really weird! I expected Firaxis to create an axman unit class to go along with the axman unit type. It's strange to base the unit off a different unit. I fixed this bug for v3.5.4. :)
 
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