I was talking in another thread about what changes I made to make the late game more fun, and Ddude97 asked for an updated copy of my edits. I decided after discussing via PM w/him to go ahead and make another, separate thread for it, in case anyone else felt the same way I did about some of these units and wanted to use the edits. XML files and updating: Spoiler : First of all - this is all in an XML file, so if your files get updated, you'll lose them. You can avoid this in the middle of a game by keeping the game running, and you can also tell steam not to update your files automatically. (To keep from updating automatically, from the steam window do a...) Steam->Games->View Game Library Then, right-click on "Sid Meier's Civilization V", click "properties". Click "Updates" tab, select "do not automatically update this game". The only file I changed was the "Civ5Units.XML" file, which lives (normally) under... C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\Units Changes: First of all, this is almost exclusively for late-game balance. This is for the people who play 90% of the game peacefully, build up their country, then get into wars late. There is no effect (almost) for early-game, ie, up to Industrial, except for the bump of Great General speed from "2" to "3". The first thing I wanted was to correct a couple of what I saw as pretty bad imbalances. One of the problems I'd been having was that as soon as I got to Mechanized Infantry, they allowed me to dominate the game. I nerfed them (basically turned them into late-WWII panzergrenadiers or 1950-1960 era mech infantry) by lowering their strength a bit, lowering their movement from "4" to "3", and (major) requiring "oil" as a resource. This makes them in between infantry and tanks both in mobility and power, giving tanks a reasonable use still. I also makes the player decide whether it's worthwhile to upgrade all their infantry types to oil-using mech infantry. The second imbalance was the whole Ironclad/Battleship thing. As it stands, there's just no good reason to build Ironclads. I buffed them considerably, and also allowed them to upgrade to Battleships. Then, I made Battleships considerably stronger, as well as faster. Didn't touch the other surface ship combat power, but this makes Ironclads/Battleships more attractive as the backbone of your fleet. The final imbalance was the tendency to go into Nuclear Holocaust as soon as nukes became available. I made A-bombs require 4 Uranium, and nuclear missiles require 8. This ensures that most of your late-game warfare will be "conventional". Ship speed (general) - I saw no good reason to have the Battleships and Carriers so slow, in many sea conditions they're the fastest ships in the fleet during WWII. I didn't make them as fast as Destroyers, but I bumped them both up to "6" - and it just makes them more fun, they can get around and into the action. I also bumped Submarines up to "6", they operated on the surface and were only slow "tactically", ie, when they submerged. Finally, I bumped Nuclear Submarines up to "8", and required them to use Uranium instead of Aluminum. Quick Study - Because Submarines can't "level up" by bombarding cities, I gave them and Carriers "Quick Study" - they'll gain experience 1.5x faster. (Of course, the only way for a Carrier to get experience is to get pummeled, so that probably won't matter much.) Nuclear Submarine Sight Range - Nuclear Submarines should also be able to operate independently, so I gave them a middling-good (+2) view range bump. Not as good as Destroyers, and they'll still lose a 1v1 general encounter with a Destroyer, but they can "see" around themselves fairly well now and you can send them off by themselves. (Rationale == good acoustic detection gear on modern subs.) Resource usage - I bumped up resource needs on many modern units to also include oil. Jet fighters require oil+alum, both Stealth Bombers and Modern Armor require 2xoil + alum. (Also aforementioned Mech Infantry, etc.) The upshot of this is that you're going to be oil-bound with late game units. You're going to have to make a choice, and probably keep many of your units at WWII tech levels. (Infantry and Artillery are still resource-free units, Tanks only use 1 oil.) Also, remember if you're "Condor Legion" inclined (ie, send your units off to weaker proxies for proxy wars), if the proxy doesn't have oil and you gift them (for example) a mech infantry unit, you'll need to gift them some oil or they'll fight at -50%. Special units - I also made a couple special units resource mods. This was entirely game specific, it turned out that Japan, USA and Germany were oil-poor on my map. Zero - requires no oil. (efficient radial engines) Panzer - requires coal (synthetic oil) instead of oil. B-17 - requires no oil. (no rationale, the USA just doesn't have any nearby.) Some other small changes. I forget them all, just diff this file w/your installed "units' file. You can use this directly, just save (ie, rename) your current "Civ5Units.XML" file and drop this one in, changes will take effect immediately on game reload. This isn't intended for general use, though - I'd suggest you just look at the edits I've made and use them as "hints" to however you think things should be. ps - I'd better emphasize this. Ironclads are more powerful, Battleships are waaaay more powerful, and one upgrades to the other. (I waffled, but finally decided to keep Ironclads coastal.) Swarming Battleships with Destroyers, even well-promoted Destroyers, can be very painful and a good way to get rid of unwanted Destroyer captains.