Didn't you suggest battleship and dromon should have the same cost? Its really important that they don't. Your logic leads me to think about raising the costs of late game units, but then you suggested lowering them
On that note, I think lancers are fairly priced. I could costs of stuff like infantry or tanks go up though
Mixed things.
Issue 1. Still too many units mid-late game for his taste.
Issue 2. He didn't understand why cost arise so much in this mod, compared to vanilla.
You were answering his issue #2, better than others. So he complaints that you don't get what he is saying.
For issue 1, I'm still finding more units that I'd like to, so if you (all) were so kind to point to me where I can find that code, I'd try to lower mid-late game limits, just for myself.
For issue 2, Gidoza has a point, but I think he isn't able to explain it correctly. I'll try.
So we start with 1 person, making just a few coins, and a few hammers. With that we can barely produce a warrior in 10 or so turns. Obviously we aren't going to produce a tank with that. Then, we have 5-6 cities with 25-30 pop. They produce like 30 times more, but the warrior is no longer available (if it were, we could produce 30 times more warriors). Now we have spearsman and swordsman that are more costly, but no 30 times more costly, so we can produce a couple of swordsmen in 10 turns. All fine and sound. Then we enter Medieval and things begin to scale up. x2, x3, x4, ... you know the stuff.
In renaissance we might have 70 times more production and gold than the starting one, but grace to the scaling thing, we are producing 70x4=280 times more gold (but so does maintenance). Those are big numbers now. Costs had to rise accordingly. While having bigger numbers makes it easier to tune up, it becomes a little daunting.
CrazyG explained correctly that if the cost for the next generation unit is not greatly increased, you could spam them with a not so good economy. But with the scaling, the cost increase is higher than what anyone would expect in a normal civ game. This scaling thing is always making me balance between getting more techs in the era or rush to the next, but produces really high numbers. Removing the scaling would put back numbers to sanity levels, but I'm sure there would be undesirable effects too.
To limit the size of the army, there's supply limit. To limit the replacement rate, there's increased costs for units and cooldowns to city purchases. If you want a struggling economy, raise cost of everything a 30%, but expect longer games (more turns).