Okay, time to talk Units. Specifically, time to lay out for comment a new way of building and promoting Units compared to the system used throughout the Civ franchise and, apparently, repeated in the
Humankind game.
Here are the Basic Principles:
1. In a game encompassing 6000 + years, ALL units are built in 1 Turn until the last Eras of the game. By the Industrial/Late Modern Era, a Battleship or Aircraft Carrier might take 4 - 6 years to build, but even the German and United States Armies in World War Two could field an Infantry or Armored/Panzer Division in a year, and that's the normal minimum game turn length. There is no excuse for taking a couple of centuries to 'build' a Slinger in the Ancient Era.
2. ALL Units require three things to Build them: Population, Weapons, and Equipment. Almost all units require some equipment, in the form of things that don'y directly hurt the enemy (weapons) but are required to keep the unit/army in the field. Even the very efficient Roman Army had a mule for every
conturba, or squad of 8 men, to carry the 50 - 80 pound leather squad tent, cooking pot, and other impedimenta. In a Legion comprising 110 squads, that a lot of mules, and their fodder, as 'equipment'.
Weapons and Equipment can be built and stored, because unless they are On Hand in sufficient quantity, a unit cannot be built at all. All such require certain manufactured or natural 'Materials' which change throughout the game: the same basic leather, horn, wood, hide, sinew materials that provide weapons and equipment for Ancient Slingers and Warriors will not equip a Knight, let alone an Antitank Gun.
3. Bonuses or special factors affecting the relationship of Units and weapons to each other are applied by individual units, not by 'Classes'. Thus, a Spearman has a bonus against cavalry, a Swordsman a bonus versus spears or pikes, Greatswords a bonus versus any armored troops, etc, but there is no Class of Melee or Anti-Cav getting a 'blanket bonus'.
4. Which means that Promotions are not by Class either. In fact, Promotions are of two kinds:
Technical Upgrades - as when you add light shields to your slingers, or Face-Hardened Armor to your Tanks, or motorized tractors (equipment) to your Artillery. These change the capabilities of the Units, but do not change their basic nature: the slinger is still a Slinger and not an Archer, the Tank is still a Tank and not a Main Battle Tank, the artillery still shoots the same, but now moves faster.
Training. - This is a 'catch-all' covering both formal training and experience. Formal Training requires Resources, Time, and Faciities - in other words, an investment of your Civ's wealth in various forms. Experience requires that you put your Units to work and, usually, Risk Them.
5. Special Abilities such as the ability to hide from enemies, parachute into battle, or move easily over rough terrain, are also a product of either Training or Experience, frequently coupled with Special Equipment: no one to this day has figured out how to get heavy tanks to move easily over rough terrain, or 'hide' a Battleship. Cuirassiers, as a rule, make lousy Scouts. On the other hand, people who grow up in extreme environments can generally move and fight in them much more easily than people who have to learn all the techniques the Hard Way. Hire or recruit your Mountain Troops from people living next to mountains, not the web-footed folks down in the flatland swamps.
Basic Units.
All of these can be Technologically Upgraded or Trained. Right now, I am assuming a basic 3 possible Technical Upgrades per unit, so this 'basic' list actually encompasses potentially up to 6 times this many units with varying factors and capabilities. For examples, the Technical Upgrades for the Neolithic/Starting, Ancient and Classical Eras are included. The units are divided by Era for convenience, even though Eras as such will not appear in the game except as 'markers'.
* = an Upgrade with Other Effects, like requiring that a unit be Permanently Raised, with additional on-going maintenance costs.
First line shows title of Unit
Second line shows type of unit, type of movement, and type of Equipment
Equipment is also an indicator of relative Maintenance Costs for the units. Heavy Equipment will cost you more, as a rule, and some Technical Upgrades dramatically change the Equipment rating.
So technical upgrades work similiar to Commander: The Great War upgrading system where player spends resource points (there's no 'gold coins' in that game, instead it is called 'resource' or something I can't remember but it works like gold) upgrades existing units with equipments once a research is completed. For example 'Machine Guns' adds defense factor and available upgrades to Infantry and Cavalry (Also in that game. Cavalry fought more like infantryman, the only advantage is that they move faster on campaign map but not on rails (there's no 'dirt road' in that game too! but there's mountaineerings ). right?
mmm then what do you think about Enlightenment Era concepts like Infantry Gun and Horse Artillery? should these be technical upgrades?
^ This one is quite anachronistic because the uniform is Napoleonic but the weapons are a century after (WW1)..
Also city production modes and district systems. I'm really disappointed with Civ6. where Encampment SHOULD add separate production slots for units. tooooooooooooo bad production rule still follows previous games. not only that 'it takes several decades to train ONE unit in antiquity' but also district concepts aren't tapped appropriately.
mmm Military Distrct. Should there be separate class what trains what or the land unit shares the same encampment? (like Infantryman gets Traning Grounds (Barracks is a building). Cavalry gets Ranch (Stable is a building). and Ranged unit gets Yard (Shooting rage is a building)... for example. mmm not a good example or name but this is what i can think of rightnow. If Firaxis gets right about Infantry and Cavalry don't use the same training and lodging facilities then the separate district ??
Should there be 'Civil port' and 'Navy Base' as separate districts? The other annoying Firaxis district concepts is that Harbor is shared BOTH by civilian merchant navy and military Navy. In truth they DON'T
(The other harbor building Firaxis forgot to add is Coastal Battery. this thing can only attack sea tiles and can earn AA ability. because these forts turn its biggest guns towards the open sea and smaller guns inland)
Conclusion on this. One production district. one production slot of this type. and industrial district adds another.
On unit production system. this could make this game abit like Heroes of Might and Magic series

(where your army commander can buy units from a city as long as there's unit available to buy, and availability repeats every week but not stackable
Starting/Neolithic Units:
Scout
Recon, Light Foot, No Equipment
Upgrades:
.....Shields (Bonus versus Ranged Fire)
.....Slings/Self Bows (Limited Ranged Fire)
.....Clan Leader in Charge (limited Diplomatic Ability)
Slinger
Short Ranged, Light Foot, Light Equipment
Upgrades:
.....Shields (Bonus versus Ranged Fire)
.....Lead Pellets (Increased Range and Effect)*
.....Side Arm (short spear, dagger, etc - increased Melee factor in Defense Only)
Warrior
Close Combat, Medium Foot, Light Equipment
Upgrades:
.....Shields (Bonus versus Ranged Fire)
.....Non-Metal Body Armor (Bonus in Close Combat Defense)
.....Copper/Bronze Weapons (short axes, daggers, etc - Bonus in Close Combat Attack)
Ancient Era Units:
Archer
Ranged, Medium Foot, Light Equipment
Upgrades:
.....Shields (Bonus versus Ranged Fire)
.....Metal Body Armor (Bonus versus Melee Attack)
.....Composite Bows (Increased Ranged Attack Factor)*
Spearman
Close Combat, Medium Foot, Light Equipment
Upgrades:
.....Metal Body Armor (Bonus against Melee Attack)
.....Composite Shield (Bonus versus Ranged Fire)
.....Auxiliary Weapon (dagger, short sword) (Bonus in Attack versus Infantry)
Chariot
Mounted Combat, Medium Horse, Medium Equipment
Upgrades:
.....Armored Chariot Body (Bonus versus Ranged attack)
.....Scythes (Bonus Attack factor)*
.....Bows (Ranged factor, reduces Mounted Combat factor)
Galley
Naval Close Combat, Light Oared, Medium Equipment
Upgrades:
.....Metal Ram (Bonus in Melee Attack)
.....Lateen Auxiliary Sails (Bonus in Combat)
.....Partial Deck (
Cataphractii) (Bonus versus Ranged attack)
Classical Era Units:
Swordsman
Close Combat, Medium Foot, Light Equipment
Upgrades:
.....Metal Body Armor (Bonus against Melee attack)
.....Steel Swords (increased Close Combat factor)*
.....Interlocking Shields (Bonus versus Ranged attack)
Horseman
Mounted Combat, Light Horse, Medium Equipment
Upgrades:
.....Shields (Bonus versus Ranged attack)
.....Metal Body Armor (Bonus in Close Combat) - and becomes Medium Horse
.....Lance (Bonus in Close Combat attack)*
Horse Archer (Special Recruiting Restrictions)
Mounted Ranged, Light Horse, Light Equipment
Upgrades:
.....Metal Body Armor (Bonus against Melee attack)
.....Armored Horse (Bonus versus Ranged attack) - and becomes Medium Horse
.....Asymmetrical Bows (increased Range and Range attack factor)*
Quinquereme (Polyreme)
Naval Ranged, Medium Oared, Medium Equipment
Upgrades:
.....Bolt-Throwing Catapults (Increased Ranged attack)
.....Corvus (Melee attack after firing)*
.....Flammables (Increased Close Combat factors)*
Post Classical Era Units:
Knight
Mounted Combat, Heavy Horse, Medium Equipment
Crossbowman
Ranged, Medium Foot, Light Equipment
Great Swordsman
Close Combat, Heavy Foot, Light Equipment
Pikeman
Close Combat, Medium Foot, Light Equipment
Bombard
Siege Ranged, Super Heavy Draft Team, Heavy Equipment
Cog
Naval Armed Transport, Medium Sail, Medium Equipment
Early Modern Era Units:
Pike and Shot
Close Combat, Medium Foot, Medium Equipment
Dragoon
Mounted Ranged*, Medium Horse, Medium Equipment
Fusilier
Close Combat, Medium Foot, Medium Equipment
Field Cannon
Ranged, Medium Draft Team, Medium Equipment
Howitzer
Ranged, Heavy Draft Team, Medium Equipment
Cuirassier
Mounted Combat, Heavy Horse, Medium Equipment
Light Cavalry
Mounted Combat, Light Horse, Medium Equipment
Carrack
Naval Close Combat, Medium Sail, Medium Equipment
Galleon
Naval Ranged, Medium Sail, Medium Equipment
Frigate
Naval Close Combat, Fast Sail, Medium Equipment
Ship-of-the-Line
Naval Ranged, Heavy Sail, Heavy Equipment
Modern Era Units:
Infantryman
Cose Combat, Medium Foot, Medium Equipment
Cavalry
Mounted Combat*, Medium Horse, Medium Equipment
Tank
Mechanized Combat, Medium Mechanized, Heavy Equipment
Armored Car
Mechanized Ranged, Light Wheeled, Medium Equipment
Artillery
Ranged, Heavy Draft Team, Heavy Equipment
Antiaircraft Artillery
Anti-Air*, Wheeled Towed, Medium Equipment
Antitank Artillery
Anti-Mechanized*, Wheeled Towed, Medium Equipment
Ironclad
Naval Ranged, Medium Steam, Heavy Equipment
Cruiser
Naval Melee, Light Steam, Medium Equipment
Battleship
Naval Ranged, Heavy Steam, Heavy Equipment
Aircraft Carrier
Naval Special Transport, Heavy Turbine, Heavy Equipment
Destroyer
Naval Close Combat, Light Turbine, Medium Equipment
Submarine
Naval Ranged*, Light Turbine, Medium Equipment
Biplane
Air Combat, Single Engine, Medium Equipment
Zeppelin
Ranged Air Combat, Single Engine, Heavy Equipment
Fighter
Air Combat, Single Engine, Medium Equipment
Bomber
Air Ranged Combat, Multi-Engine, Heavy Equipment
Post-Modern Era Units:
Mechanized Infantry
Close Combat*, Light Mechanized, Medium Equipment
Main Battle Tank
Mechanized Combat, Heavy Mechanized, Heavy Equipment
Rocket Artillery
Ranged, Light Mechanized, Heavy Equipment
Antiaircraft Missile
Anti-Air*, Light Mechanized, Medium Equipment
Supercarrier
Naval Special Transport, Heavy Turbine, Heavy Equipment
Missile Frigate
Naval Ranged, Medium Turbine, Medium Equipment
Nuclear Submarine
Naval Ranged*, Medium Turbine, Heavy Equipment
Jet Fighter
Air Combat, Turbojet, Medium Equipment
Jet Strike Aircraft
Air Ranged Combat, Turbojet, Heavy Equipment
Nuclear Bomber
Special Air Ranged, Multi-Jet, Heavy Equipment
Nuclear Missile
Special Air Ranged, Rocket, Heavy Equipment
Contemporary Units:
Light Infantry
Close Combat, Light Wheeled, Medium Equipment
Special Forces
Close Combat*, Light Foot, Light Equipment
Helicopter Gunship
Air Combat Ranged*, Light Turbine*, Heavy Equipment
Cruise Missile
Air Ranged*, Rocket, Medium Equipment
(Possible) Future Era Units:
Satellite Strike Weapon
Ranged*, Space to Ground, Heavy Equipment
Mobile Infantry
Close Combat, Self-Powered*, Heavy Equipment
Autonomous Strike Weapons
Ranged, Air Ground or Space, Medium Equipment
Before you ask, Rifles, Machine guns, Light Antitank Weapons, Drones, Stealth construction and several other 'separate weapons;' are now Technical Upgrades to other units.
Ability to Parachute into battle, be invisible under certain circumstances, and other 'special effects' are the result of specialized Training and, sometimes, Equipment for some of the Basic Units.