Boris Gudenuf
Deity
Verrrry interesting.
I'm certainly not daft enough to critique your numbers: you da man on Civ VI Unit Math.
My only comments, then, will be on Resource Requirements.
Light Cavalry traditionally used whatever four legged rejects were ambling about: Heavy Cavalry - including Heavy Chariots - required specially bred heavier horses that were also more expensive to feed and keep.
So, I would make all the Heavy Cav line require first, Horse resources and then (Tanks +) oil.
Horsemen and Coursers and the like could use whatever horse is left over from mounting the Big Boys, so require no Horse resources.
Cavalry would not require horses, because although the 19th century (Industrial Era military) did spend a lot of time and effort breeding 'thoroughbred' or 'hunter type' horses for their cavalry, it was not Resource - Expensive: Everybody who rode horses were riding well-bred horses and spending big bucks on them - the only 'limiting' horse resource was the heavy Horses, now used to haul artillery and other heavy loads (see DiNardo's book on horses in the German army in WWII: they had lots of riding and 'cart' light horses, were horribly short of heavy draft horses after the carnage of 1941 in Russia)
Hellicopters, and anything that flies, require Oil. Oil is the major Limiting resource of the 20th century, and the game has to show that.
I would be tempted (sorely tempted) to introduce Multiple resources for some units that have an outsized effect on the battlefield and are also immensely expensive to raise and keep:
Knights : Iron and Horses
Tanks: Iron and Oil
Fighters and Bombers: Oil and Aluminum
Battleships: Iron/Steel* and Coal, with the option to convert them to needing Oil and pick up an extra movement point
Jet/Stealth Fighters and Bombers: Oil and Composites*
* = Because I want Manufactured Resources like Steel, and the modern Composite Materials, which require big, expensive, and complex industrial plant to produce - the ability to build Steel Mills and feed them as, after all, the defining difference between Major and Minor Powers in the Industrial and Modern Eras. This could be extended to require Composites for, say, some of the Space Projects as well.
I'm certainly not daft enough to critique your numbers: you da man on Civ VI Unit Math.
My only comments, then, will be on Resource Requirements.
Light Cavalry traditionally used whatever four legged rejects were ambling about: Heavy Cavalry - including Heavy Chariots - required specially bred heavier horses that were also more expensive to feed and keep.
So, I would make all the Heavy Cav line require first, Horse resources and then (Tanks +) oil.
Horsemen and Coursers and the like could use whatever horse is left over from mounting the Big Boys, so require no Horse resources.
Cavalry would not require horses, because although the 19th century (Industrial Era military) did spend a lot of time and effort breeding 'thoroughbred' or 'hunter type' horses for their cavalry, it was not Resource - Expensive: Everybody who rode horses were riding well-bred horses and spending big bucks on them - the only 'limiting' horse resource was the heavy Horses, now used to haul artillery and other heavy loads (see DiNardo's book on horses in the German army in WWII: they had lots of riding and 'cart' light horses, were horribly short of heavy draft horses after the carnage of 1941 in Russia)
Hellicopters, and anything that flies, require Oil. Oil is the major Limiting resource of the 20th century, and the game has to show that.
I would be tempted (sorely tempted) to introduce Multiple resources for some units that have an outsized effect on the battlefield and are also immensely expensive to raise and keep:
Knights : Iron and Horses
Tanks: Iron and Oil
Fighters and Bombers: Oil and Aluminum
Battleships: Iron/Steel* and Coal, with the option to convert them to needing Oil and pick up an extra movement point
Jet/Stealth Fighters and Bombers: Oil and Composites*
* = Because I want Manufactured Resources like Steel, and the modern Composite Materials, which require big, expensive, and complex industrial plant to produce - the ability to build Steel Mills and feed them as, after all, the defining difference between Major and Minor Powers in the Industrial and Modern Eras. This could be extended to require Composites for, say, some of the Space Projects as well.