Good thread going here. I have read it and it has been useful when adding in new units.
I have been working on a WW2 scenario and just added a bunch of units, about 40 tanks and 60 planes. A lot of the units are spread out in the tech tree, but in the beginning of the scenario there are a few units of the same kind that can be built.
So some civs have 3 kinds of bombers, a heavy bomber, medium bomber and a dive bomber. Giving all the bombers a bomb strength of 16, and a defense of 2. The bomber with the longest range got the lowest ROF, while the bomber with the shortest range got the highest ROF.
The heavy bomber got a range of 7, a bomb strength of 16, with a ROF of 1, and a cost of 100 shields.
The medium bomber got a range of 6, a bomb str. of 16, with a ROF of 2, and a cost 100 shields.
The dive bomber got a range of 4, a bomb str. of 16, with a ROF of 4, and a cost of 90 shields.
The AI liked the dive bomber more but not by much, and would only produce a few more of these compared to the others. As for the other two it was a toss up and both were built in the same amounts.
I don't know if it matters but the only bomber that can be loaded on a carrier is the dive bomber.
One thing I did notice and I think it was mentioned before, but when a civ goes to war they change production. In this case the civ in question has its main cities + capital on an island and many others cities on the same landmass as the civ it is going to war with. The cities on the same landmass as the enemy would change production to land units while the island cities( I guess not feeling threatened ) would continue to build bombers. I will post more later.