Warning! A Challenger
Wall of Text approaches!!
If I were to tackle this from a civ6 is a game perspective (so I'll be a little ahistorical) I think I would have 3 guiding approaches:
- Balance at the Class level (Strategic balance)
- Balance at the Unit combat level (Temporal balance)
- Balance at the Unit cost level (Economic balance)
In that order of priority; that is, first I seek to balance the unit classes against other classes, then i seek to ensure they specific units are in good shape when they fight each other; then lastly I adjust costs as a final lever.
I will also stick to working within the confines of what we have. I would really love to pull some shenanigans where units promote to a different class but I'll avoid that here. I'm also just going to stick to land units because Naval units are in a really bad place.
1.
Strategic Balance
I fundamentally believe the current unit classes are not balanced against each other properly. Especially with regards to Light/Heavy Mounted and Melee/Anti-cavalry.
I wrote a post a year ago that gives good background to my way of thinking about unit classes.
My fundamental thesis is that if there were a "blank" unit line with no special attributes, his strength in every era would be precisely
An/C/Me/R/I/Mo/At&Inf
25/35/45/55/65/75/85 with 2 movement.
The Melee line actually almost perfectly fits this, if you include the khevsur and redcoat units. So that's the standard I'm going to use.
Class characteristics as I see them:
Melee: Average strength, +10 vs Anticav
AC: Average Strength*, +10 vs Mounted
LC: Weaker Str (-3), very fast movement
HC: Higher Str (+3-5), fast movement
Ranged, Lower Str (-5.), -10 when defending against melee, -17 vs cities
Siege: Average Str, no penalty vs cities
*I think AC were intended to be average strength units but the huge number of unit gaps in vanilla led to some balance choices that have proved extremely questionable and have never been addressed.
Why did this end up this way? Well, the answer is civ5. In civ5, there was a top and bottom half of the tech tree in the early game similar to now. The top half had key science and wonder unlocks. The bottom half mostly had military units.
The problem arose that after the G+K combat rebalance, swordsmen had 14 str (bottom branch) while pikes had 16 (upper branch.) They sat on different upgrade lines like now. The issue was that you could pick up pikes while rushing the science techs and be able to effectively fight off those who went for swords and slowed down their science game. Swords further needed iron, which you had to gamble would be in your territory. It was very messy.
Anyways, that's how Melee got it's bonus vs AC. This basically kills the hope of AC being practical in almost every era.
Okay, so how would I change the unit classes?
Foot soldiers
First, I would strip Melee of its
inherent bonus vs AC. Instead, Melee now has +10 defense from ranged strikes.
Anticav and Melee both get tweaks to their first tier promotions:
Melee's Battlecry swaps to a buffed +10
Zweihander. Tortoise becomes +7 def vs ranged instead. Battlecry, now a t3 promo, offers +10 attacking vs melee troops only.
AC's Thrust would become +10 vs districts. Call it Ransack. Schiltron remains.
Why do this?
At the class level, AC is weak to ranged and melee units while offering a bonus against mounted; Melee has the nominal weakness to ranged until they get a promotion, then they chew em up pretty decently. This is less than ideal.
I would rather make AC into basic, defensive infantry that players can always build (no resources) and which offer a cost effective counter to Mounted units that strong empires will throw at them. They are best countered by ranged strikes, against which they have little recourse; they could be soft countered by promoted melee units. Again, AC are primarily defensive units now. I think this is okay. I gave AC an earlier district bonus than Melee because I thought that levied peasants are probably pretty upset about life and thus good at burning stuff down

. But seriously, as I will lay out with mounted units, I make a distinction between classes that effective at fighting in the field and those that are better for a siege. I think foot soldiers should be the superior besiegers generally, while AC are the superior siege option and Melee better at clearing the field.
Mounted lines
Currently, Mounted units are just better versions of infantry units: they are faster and often hit harder with no downside but anti-cavalry units (which suck, and thus, are never used.)
They also suffer when compared to each other: heavy cav is just as fast most of the time, and stronger than light cav, and often uses the same resource. So why build light cav? I'm looking to really address these points.
My changes:
Light Cav will be specialized as fast raiding and harassing units. Heavy Cav will be properly focused on just smashing other units. Mounted in general is oriented to being the superior choice for killing an enemy force
on the field.
Mounted generally: -10 vs cities.
Light cav: retains lower Str, high speed; also keeps ZoC ignoring power.
Heavy Cav: retains higher str, speed; loses the ability to ignore ZoC.
Promotions: LC's
coursers ability boosted to +10.
HC:
Marauding swapped with
Armor Piercing.
Why do this?
First, mounted needs some reduction in power level. They just have so many advantages, especially in movement, with the new terrain system. The idea is that they lose the ability to effectively take on cities. Bring in the angry peasant mob for that job. Mounted can sit out of garrison range and move in to sack the city. This is exactly why they slapped a -33% vs cities on every mounted unit in civ5 at the first patch (-10 when attacking is a -33% penalty. +10 is +50%. Fractions are weird.) Mounted units, especially HC, can still do their job of slaughtering units in the field, though. LC are specialized to pillage and go after vulnerable ranged and siege units, via retaining the ignorance of ZOC. A force of LC/HC fighting a melee/ranged army would have the HC crash into the front line, while LC could slip around them and butcher the ranged units. During sieges, LC would be especially handy to snipe enemy siege weapons. I like this. HC may not be able to literally walk around enemy formations, but recall that they boast the highest strength and best fighting ability man for man. They'll be okay.
2.
Temporal Balance
Even with the unit class characteristics balanced, there is still the issue of some units not stacking up well. Since I won't fill in
every unit gap, that means there will be struggle points: a Unit will fight units one era behind (when it is first unlocked) and one era ahead (when it is about to unlock its upgrade.)
I'll try to smooth out some of them.
Foot soldiers:
AC line: first, I'm going to actually make it average strength. Pike to 45 str. AT crews to 75 strength. Modern AT to 85 strength.
Melee: Swords and sword UUs reverted down to 35 again. (Legions stay at 40.) Infantry to 75 strength.
LC: horses to 35 strength. Helicopters to 5 move if they don't have it already, and ignore terrain costs.
HC: pretty happy with these guys. Cuirassiers to 65; Teddy's Rough Riders now replace cuirs.
Ranged: MG to 70/65; add an upgrade for info era (Civ6 bazooka, anyone?) for 80/75. Assuming the 2 range from GS stays. If we went back to 1 range then +5 to their melee strengths.
New units:
Siege: Trebuchet. For handling Medieval Walls and Meme warfare.
Ranged: Aforementioned 'bazooka' type unit.
Melee: Rifleman at Rifling. 65str. (I would also love a longswordsman at 45 str in the middle ages... I guess he can be optional.)
Rule Change: Unique Units that don't replace anything can now be upgraded into.
Why do this?
The main bulk of changes are to make AC viable, and to fix a problem from vanilla where fewer unit upgrades meant foot soldiers only got 70 instead of 75 strength; this makes tanks @ 80 OP.
I want riflemen to help handle industrial warfare. There are no footsoldiers in industrial combat that can stand up to cuirs. This gives a counterweight. Extant Pike and shot will still be useable as a cheap alternative to enemies massing horsies.
I want Trebs because darn it, why do walls get 3 levels but siege units get the shaft? Plus it would give the Domrey a better raison d'etre: elephant trebuchet (I would buff it more if it had a base unit.) Memetic.
Ranged units really need something that is functional at the late game, Especially in the context of the new air units and resources.
3.
Economic Balance
If the first two rounds of changes have been effective, then there won't be too much to change here.
If I hadn't touched unit strengths, production costs would be massively unbalanced. But now they are okay. Mainly my concerns are that resource costs are generally a bit out of place.
Key tweaks:
No longer need oil to make infantry or artillery (but do need it for Rocket Arty and Mech Inf.)
Tanks+Modern armor require 20 iron to be built, oil to fuel.
Cavalry unit requires horses instead of niter.
Primarily I want to make sure LC/HC are differentiated more in the industrial, and that people without oil have some recourse to posses a military in the modern era. Tanks are still amazing units, and the end of tree units need oil. My goal is that end game warfare is more of a "have a military of X units, which are a mix of resource less and as many advanced, oil using units as you can afford.)
Addendum:
In v2 of this I would also tweak the later recon units so they could truly function as skirmishing units. With the extensive changes to Anticav, I would also look at tweaks to strength advantage of H Cav (possibly improving knights and chariots to +5 over average) and the strength of anticav line itself (possibly pulling back their str to something like -3 vs average.) This would be in case melee's soft counter ability isn't working as intended or if AC's general strength improvements become too overwhelming to justify the cost of HCav.
This focused on game balance and not realism. As I said at the beginning, I'd really prefer to do things like merge both foot soldier lines into riflemen and create an AT support unit line, etc. But I'm sticking to simple number tweaks and just a couple unit additions to do the heavy lifting.