Ok, some thoughts on how to tweak the current unit list to fit better with the new tech tree.
There are several problems atm.
Strength jumps across tiers can be too large.
Some strength bonuses currently make no sense. Why should thopters get a bonus against guardsmen (which includes anti-thopter missile troops).
No reason for shock troops to be a separate unit category.
High end of tech tree gets weird - lots of special units, few core units.
Scorpions are insufficient threats. They should be very powerful on open ground.
Not enough specialist AA/AT infantry.
Hornet design confused.
Not enough siege units.
* signifies an added unit.
Core units.
Guardsmen (=ranged infantry): All 1 move.
Soldier. Strength 2, +25% city defense.
Infantry. Strength 3, 1 first strike +45% city defense, +25% hills defense.
Master guardsman. Strength 5, 1 first strike +45% city defense, +25% hills defense.
Heavy trooper. Strength 9, 1 first strike, +30% city defense.
Lasgun soldier. Strength 13, 1 first strike, +25% vs melee units. (melee units can't use their shields). Requires diamonds.
Lasgun trooper. Strength 18, 1 first strike, +25% vs melee units (melee units can't use their shields)
Requires diamonds.
Grenadier. Strength 6, does collateral damage, +50% attack vs melee.
Requires nitrates.
Rocket trooper. Strength 4, +50% vs vehicle, +50% vs thopter, +50% vs hornet, can intercept aircraft 50%.
Missile trooper. Strength 8, +50% vs vehicle, +50% vs thopter, +50% vs hornet, can intercept aircraft 50%.
Mongoose trooper. Strength 12, +50% vs vehicle, +50% vs thopter, +50% vs hornet, can intercept aircraft 50%. Requires nitrates.
Bee-sting trooper. Strength 16, +50% vs vehicle, +50% vs thopter, +50% vs hornet, can intercept aircraft 50%. Requires nitrates.
Reverend mother (Bene Gesserit UU, as current)
Atreides heir (Atreides UU, as current)
Melee: All 1 move.
Bladesman. Strength 6. Ignores city walls. +10% city attack.
Elite bladesman. Strength 8. Ignores city walls. +25% city attack.
Shock trooper. Strength 12 Ignores city walls. +25% city attack.
*Elite shock trooper. Strength 18. Ignores city walls. +35% city attack. Requires Kindjal blades tech.
Vehicle: All 2 moves, does not get defensive bonuses from terrain or fortification, cannot enter peaks, -20% hill strength, -20% city strength.
*Quad. Strength 5. 30% withdraw chance. (requires sand rovers tech)
Light scorpion. Strength 11. 20% withdraw chance
Medium scorpion. Strength 18 10% withdraw chance.
Heavy scorpion. Strength 28. Requires stradvium.
Thopter: all ignore terrain costs, do not get defensive benefits, cannot pillage.
Scout thopter. Strength 1, capacity 2 (guardsmen and melee only), 2 moves, cannot attack.
Light carryall. Strength 5, capacity 5, 4 moves, cannot attack.
Medium carryall. Strength 7, capacity 6, 5 moves, cannot attack.
Heavy carryall. Strength 10, capacity 6, 6 moves, cannot attack. Requires stradvium.
Hawk thopter. Strength 5, 2 moves, +40% vs melee.
Falcon Thopter. Strength 8, 3 moves, +40% vs melee. Requires crystals.
Buzzard thopter. Strength 12, 4 moves, +40% vs melee. Requires crystals.
Eagle thopter. Strength 18, 4 moves, +40% vs melee. Requires crystals.
*No-ship. Strength 18, invisible, targets weakest unit. National limit 2. Requires crystals. Requires stradvium.
Hornet:
Wasp (was light hornet). Strength 8. +50% vs hornet. Fighter abilities. Range 5.
Firefly (was assault hornet). Strength 10. Range 6. Bomber abilities. Does collateral damage. Requires crystals.
Locust (was medium hornet). Strength 12, +50% vs hornet, fighter, can intercept, range 7. Requires crystals.
Dragonfly (was heavy hornet). Strength 18. Bomber, does collateral damage. Range 8, Requires stradvium.
Stealth hornet. Strength 22. Bomber abilities, does colleteral damage. Range 9. 80% evades interception. Requires stradvium, requires crystals.
Suspensor. All get double movement on desert waste and deep desert, cannot pillage.
Suspensor transport. Strength 2, Capacity 3. 2 moves.
Suspensor carrier. Strength 8, Capacity 3 (hornet only). 3 moves.
Suspensor gunship. Strength 5. +25% vs thopter, 2 moves.
Suspensor destroyer. Strength 8. +25% vs thopter, 2 moves.
Suspensor frigate. Strength 12. +25% vs thopter, 3 moves.
Suspensor cruiser. Strength 16. +25% vs thopter, 3 moves.
[thopter bonus is designed to make them win vs thopters, otherwise the suspensors have no real role to play]
Siege
Maula mortar. Strength 4. 1 movement, can bombard city walls, does collateral damage, +50% city attack.
*Maula cannon. Strength 8. 1 movement, can bombard city walls, does collateral damage. Requires liquid fuel tech
Maula turret. Strength 10. 1 movement, can bombard city walls, can bombard units, does collateral damage.
Rocket artillery Strength 16. 2 movement, can bombard city walls, can bombard units, does collateral damage. Requires nitrates. Requires stradvium.
Espionage
Special units:
Ixian walker. Vehicle class. Strength 8. 1 move. 1 first strike. +50% vs melee. Requires Thinking Machines. National limit 8.
Ixian Avatar. Vehicle class. Strength 11. 1 move. +25% vs thopter, +25% vs hornet, +25% vs vehicles, 25% intercept chance. Requires Thinking Machines. National limit 8
Ixian cymek. Vehicle class. Strength 14. 1 move. +25% vs thopter, +25% vs hornet, +25% vs vehicles, 25% intercept chance. Requires Thinking Machines. National limit 8
Ixian spider. Vehicle class. Strength 20. 1 move. +25% vs melee. Requires Thinking Machines. National limit 6
Imperial militia (Corrino UU, replace Master guardsman). Guardsman class. Strength 6, 1 first strike +25% city defense, +25% hills defense.
*Sardaukar Legionary. Strength 14. Melee class. 1 move. Ignore city walls. +15% city attack. Requires Sardaukar cooperation. National limit 10 Requires personal shields tech.
Sardaukar Noukker (was: Sardaukar). Strength 20. Melee class. 1 move. Ignore city walls. +35% city attack. Requires Sardaukar cooperation. National limit 10
Worm rider. Strength 13. Melee class. 2 moves. Sandrider. Ignore city walls. Requires Water Debt.
Fedaykin. Strength 18. Ignores city walls. Sand rider. +25% vs melee. Requires Water Debt.
Ginaz swordmaster (was ginaz swordsmen). Strength 12. 1 move. +50% vs melee units. Ignore city walls. national limit 10. Requires Kindjal resource (rename Swordmaster training).
Mentat assassin. Strength 12. 2 moves. Targets weakest unit in stack. National limit 10. Requires Sapho.
Desert raider. Melee class. Strength 4, 2 moves, sandrider. Ignores city walls. Requires Water debt.
* Trike. (Ordos UU, replaces Quad). As quad, but +1 move.
* Devastator. Harkonnen UU. Replaces Heavy scorpion. Strength 35. 1 move. -30% city strength. Cannot enter peaks or hills.
* Sonic tank. Atreides UU. Replaces medium scorpion. Same as medium scorpion, but does colleteral damage.