Most UUs will need adjustment still, including obsolete tech where they differ from default (UU warriors and Legions are most obvious from first glance to be possibly distinct). The most obvious UU strength adjustments were the ranged knights (Keshik/Camels).
I saw three march promotions listed, one of which appeared identical to air repair. Not sure if both are active but that'd be confusing for the AI at least or it could stack.
Pikes/Spears/Vanguards do not appear to have 25% defence. Could be intentional but doesn't appear to be from unit proposal.
Still a chunk of AI priorities to reset. Will have notes on those to compare to Mitsho's diligent work later.
Constable/Police in Order tree up to +5 , Secularism tool tip is +2 to (all) specialists (Update: GK default appears to be what it does now, so this appears accurate)
AA Gun didn't update correctly. Appears to be 680 cost (I think 400 is right?) and 50 instead of 40. Does have ATG/SAM defence bonus. Unit class in .sql should be ANTI_AIRCRAFT_GUN, not ANTI_AIR_GUN
Note: I will update the specific units wikia armies page once the navies seem firmly laid out. Made notes though of non-UU land/air units and am updating my spreadsheet as I go. All units are more expensive owing to higher GEM production level. I suppose that can be recorded if it changed base cost (prior to 1.8x adjustment). Most units by the look of it have strength/ranged and base cost updates. I will use round numbers for simplicity.
One random note: Should landships be 5 moves? Seems like 4 is fine. If they're the WW1-interwar variety of armor they could be slower than the WW2-Korean variety (roughly pre-Gulf War style armor), and a -1 move shouldn't be a huge gameplay hindrance.
Update: Walls/etc appear to be -3 base. Note on patch was for -2. I prefer -1 with changes to pop/tech formula myself as the buildings *should* give substantial effect on both strength and HP.
I saw three march promotions listed, one of which appeared identical to air repair. Not sure if both are active but that'd be confusing for the AI at least or it could stack.
Pikes/Spears/Vanguards do not appear to have 25% defence. Could be intentional but doesn't appear to be from unit proposal.
Still a chunk of AI priorities to reset. Will have notes on those to compare to Mitsho's diligent work later.
Constable/Police in Order tree up to +5 , Secularism tool tip is +2 to (all) specialists (Update: GK default appears to be what it does now, so this appears accurate)
AA Gun didn't update correctly. Appears to be 680 cost (I think 400 is right?) and 50 instead of 40. Does have ATG/SAM defence bonus. Unit class in .sql should be ANTI_AIRCRAFT_GUN, not ANTI_AIR_GUN
Note: I will update the specific units wikia armies page once the navies seem firmly laid out. Made notes though of non-UU land/air units and am updating my spreadsheet as I go. All units are more expensive owing to higher GEM production level. I suppose that can be recorded if it changed base cost (prior to 1.8x adjustment). Most units by the look of it have strength/ranged and base cost updates. I will use round numbers for simplicity.
One random note: Should landships be 5 moves? Seems like 4 is fine. If they're the WW1-interwar variety of armor they could be slower than the WW2-Korean variety (roughly pre-Gulf War style armor), and a -1 move shouldn't be a huge gameplay hindrance.
Update: Walls/etc appear to be -3 base. Note on patch was for -2. I prefer -1 with changes to pop/tech formula myself as the buildings *should* give substantial effect on both strength and HP.