Currently unit rooster has lot of problems. Some units are to close to each other in tech tree or in abilities other are barely used, some are used almost exclusively etc.
So some thoughts about units, first of all heavy cav is to strong, from both gameplay and historical reasons it should not be answer to everything. Historically heavy cavalrymen were limited in quantity, but barring including military limits where all unit types cost various amount of points, this isn't possible to be adequately represented in mod.
Secondly melee line is to close to each other in terms of capabilities, longsword and mace-man for example.
Thirdly archery units sucks, but that more expression of civ 4 mechanics, defending cities is lost cause due to collateral damage.
So my proposed unit line up looks something like this:
Tier "zero" - units with no tech prerequisites.
1)Warrior/Axeman: S6, +10% city attack
2)Spearman: S5, +50% vs HC, +25% vs LC
3)Skirmisher: S3, 1 first strike, flanks siege, 40% retreat, -20% city attack, thwart spies, immune to first strikes
4)Lancer: S6, -10%city attack
5)Archer: S4, 1first strike, collateral damage (3units/20%)
6)Catapult: S3, +100% city attack, collateral damage (4units/40%)
7)Galley: S3, M4, cargo(2)
8)War galley: S4, M5
Heavy infantry:
1)Swordsman S8, +10% city attack
2)Heavy swordsman S10, +10% city attack
Polearm:
1)Heavy Spearman: S7, +50% vs HC, +25% vs LC
2)Guisarmer: S9, +50% vs HC, +25% vs LC
3)Pikeman: S11, +50% vs HC, +25% vs LC
Archery:
1)Crossbow S6, 1first strike, collateral damage (4units/30%)
2)Arbalest S8, 1first strike, collateral damage (5units/40%)
Heavy cav:
1)Armoured Lancer: S9, -10% city attack
2)Knight: S12, -10%city attack
3)Demi Lancer: S15, -10% city attack, 20% retreat
4)Cuirassier: S18,-10% city attack, 20% retreat
Light Cav:
1)Mounted sergeant: S6, 1 first strike, flanks siege, 40% retreat, -20% city attack, thwart spies, immune to first strikes
2)Light Cav: S9, 1 first strike , flanks siege, 40% retreat, -20% city attack, thwart spies, immune to first strikes
3)Pistolier: S12, 1 first strike , flanks siege, 40% retreat, -20% city attack, thwart spies, immune to first strikes
4)Hussar: S15, 1 first strike , flanks siege, 40% retreat, -20% city attack, thwart spies, immune to first strikes
Gunpowder:
1)Musketman: S12, 1first strike
2)Line infantry: S16, 1first strike, +25%vs heavy cav
Siege:
1)Trebuchet: S4, +100% city attack, collateral damage (5units/40%)
2)Bombard: S6, +100% city attack, collateral damage (5units/50%)
3)Cannon: S10, collateral damage (5units/60%)
4)Field artillery: S14, collateral damage (5units/70%)
Naval:
1)Heavy Galley: S6, M5
2)Gun Galley: S8, M5
3)Caravel/Carrack: S10, M7
4)Frigate: S12, M10
5)SoL: S14, M8
Transport:
1)Cog: S4, M5, cargo(3)
2)Holk: S6, M7, cargo(4)
3)Galleon: S8, M9, cargo(5)
No privateer, instead ship can take privateer promotion, witch gives hidden nationality.
Bronze casting should disappear from tech tree, what civ uses bronze in middle age Europe?
Horse Archer and HHA replaces mounted sergeant and light cav for some civs, they have 2 first strikes instead of one.
No arquebus, longbow or grenadier they are not necessary in unit line up.
Opinions?
EDIT: other variant is to lower polearm str by one but increase heavy cav bonus to 75%. This however requies further changes in other unit types.
Polearm:+75% vs HC, +25% vs LC)
Spear(S4)->Heavy spear(S6)->Guisarme(S8)->Pike(S10)
Heavy Infantry:+10% city attack)
Axe(S5)->Sword(S7)->Heavy sword(S9)
Archers: (collateral damage)
Archer(S3)->Crossbow(S5)->Arbalest(S7)
I also have some doubts about line infantry, increase bonus vs heavy cavalry to 50%? Change strength to 18 but remove bonus altogether?
I have also thought about Final Frontier model of doubling price for every next tech level unit with corresponding +50% str increase. For example: Spear(s4/30h)->heavy spear(s6/60h)-> guisarme(s9/120h)->Pike(s14/240h), but this is only viable if you have max 3-4 units in line, or starting units are really weak and cheap.