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
Missile Cruiser +58% (looks like it was moved back a tech line on top of the general increase) 125
Missile Destroyer +40% (85
)
Nuclear Sub +40/38% (125
)
CV +32% (70
)
BB +32% (70
)
DD +19% (52
)
Ironclad +16% (43
)
Frigate +10% (still melee) (32
)
Galleon +10% (still ranged) (32
)
Carrack/Galleass +5% (21)
Air units
Fighter/Bomber +10% (55)
Jet/Stealth +14% (80)
Missile +33%
Gunpowder line
Arque +20% (now equal to longsword @24
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
Most of the increases are coupled with increases to unit costs, with gunpowder, naval, and air units getting lower increases.
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

Missile Destroyer +40% (85

Nuclear Sub +40/38% (125

CV +32% (70

BB +32% (70

DD +19% (52

Ironclad +16% (43

Frigate +10% (still melee) (32

Galleon +10% (still ranged) (32

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

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
)
Treb +5% (22
)
Pike +20% (18)
Longsword +4% (24)
Chariot +18% (13
), -1 range
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

Treb +5% (22

Pike +20% (18)
Longsword +4% (24)
Chariot +18% (13

Most of the increases are coupled with increases to unit costs, with gunpowder, naval, and air units getting lower increases.