In reference to this post. . I like to keep discussion over our overall goals separated from specific changes.
There seemed to be some agreement that there were useful changes to units made by CEP. But there are undoubtedly some changes that do not work very well, or are no longer necessary because of the dll or maybe AI improvements. Those need to be discussed before we add any of it to the balance mod package. Testing should proceed on the happiness system and changes to the game economy as those come online. Units and combat are basically a separate system that can be unpacked and rolled out alongside it.
A general set of goals for units would look something like this
1) Assure navies are useful and well-balanced throughout, and if possible fill missing unit gaps. BNW did some work in this direction already. It has some gaps. Most of CEPs work in this respect was to make islands and coasts more useful still, and not necessarily changes to units directly.
2) Assure cities and siege warfare are sensibly balanced. For example, have cities that don't hit as hard but would take longer to bring down because of extra HP from defences. Or have siege units that hit cities hard and are hard for cities to kill but can be easily dispatched by an army, suggesting an active defence.
3) Assure all available units have a clear role and sensible upgrade path that makes them potentially useful to build.
4) Avoid adding or removing units where possible.
5) Look to consolidate and add promotions to provide good choices for new promotions.
My immediate thoughts in looking over the changes CEP made
1) We should not use the cost factor (1.8/2x) until there are decisions made about the yields of tiles for production/gold. If those are increased significantly, then units can be increased in cost to some appropriate value. For now, costs should remain based upon vanilla cost but would remain adjusted up or down based on increases in the value of the units. Individual unit costs are part of the unit being balanced against other era units.
2) In general I'm much happier with the changes to units as "balanced" there. We may need to do some disentangling to remove all or most of the "vanguard" issues with promotions that weren't quite stripped out yet. For example how the medic promotion is made available and other "vanguard" promotions, like the "scouting" path could be useful to use for specific units. Most of the other promotion changes are consolidating weaker promotions or adding some gaps.
Note: The consolidated promotions for amphibious mean the Marine unit is useless. A civ is better off taking the promotion to make a unit a "Marine" unit as it will continue to improve over time as upgraded and have the same effects. As a result, the Marine unit was removed in the mod as it was made obsolete and unnecessary.
We also tended to find that the ATG was not a significant enough unit to need to keep as it was difficult to find an upgrade path for it that made sense. The vanilla upgrade path for it is a total mess and felt more like they were reaching to find a spot for the unit themselves in designing it. An anti-tank promotion could be rolled into the gunship and bazooka units to provide some base anti-tank power as with spears and pikes and anti-horse, and then just get rid of this unit. If we can find a use for this unit or an upgrade path that would make sense, then that would be fine too.
3) The main unit question marks I can see concern these units and effects:
Lancers/Dragoons (Cavalry) - How can we differentiate these to make the lancer and the Dragoon interesting and worth building. The current approach is to make the dragoon a skirmisher unit that can fight at range (1), hit and run, but is vulnerable on defence. This was previously the approach used for lancers instead but it makes more "realism" sense with mounted infantry units. This approach was also used on the chariots and gunships, they will hit harder and die somewhat easier (but also won't be more vulnerable to anti-horse units). I'm not sure how I like this approach or if it is indeed appropriate, how well the unit strengths are balanced as yet.
A reverse system was used on the GG-MG-Bazooka unit line to make them stronger on defence but weaker on attack.
Pike-Lancer ATG-Gunship upgrade path (vanilla) or Chariot - Dragoon - Gunship upgrade path (CEP). The latter is way too long a gap and we should at least allow the units to be upgraded to intermediate mobile units (horsemen or knights, landships). The former has all kinds of logical problems; speed and resource requirements keep shifting on and off.
Whether or not to add the missile destroyer (a late game melee ship as a post-destroyer upgrade alongside the missile cruiser as a post-BB capital ship) and the bireme (an early game ranged ship alongside the trireme).
I would also consider there to be a gap between galleons (privateers) and destroyers that ironclads should be filling, but ironclads are made into ranged capital ships. Which means there may need to be a dreadnought or a cruiser unit to fill the frigate-battleship gap so ironclads can remain a melee ship. I also do not like ironclads (or whichever unit becomes a capital ship in that era) requiring iron instead of coal as CEP uses.
Things we could now do that we could not before: separate promotion trees for specialised units within a unit class (airborne, the "skirmisher" units, spears/pikes, aircraft carrier, missile ships, ASW or AA on later game ships, ranged UU knights, etc). Also having airborne units drop and attack on the same turn.
We should still need a way to convert these effects for units that do not get them, such as if a unit swaps between ranged and melee when upgraded, the promotions should convert to appropriate effects.
Whether or not, or how best, to provide some city bonus for dealing with later game siege (3 range).
There seemed to be some agreement that there were useful changes to units made by CEP. But there are undoubtedly some changes that do not work very well, or are no longer necessary because of the dll or maybe AI improvements. Those need to be discussed before we add any of it to the balance mod package. Testing should proceed on the happiness system and changes to the game economy as those come online. Units and combat are basically a separate system that can be unpacked and rolled out alongside it.
A general set of goals for units would look something like this
1) Assure navies are useful and well-balanced throughout, and if possible fill missing unit gaps. BNW did some work in this direction already. It has some gaps. Most of CEPs work in this respect was to make islands and coasts more useful still, and not necessarily changes to units directly.
2) Assure cities and siege warfare are sensibly balanced. For example, have cities that don't hit as hard but would take longer to bring down because of extra HP from defences. Or have siege units that hit cities hard and are hard for cities to kill but can be easily dispatched by an army, suggesting an active defence.
3) Assure all available units have a clear role and sensible upgrade path that makes them potentially useful to build.
4) Avoid adding or removing units where possible.
5) Look to consolidate and add promotions to provide good choices for new promotions.
My immediate thoughts in looking over the changes CEP made
1) We should not use the cost factor (1.8/2x) until there are decisions made about the yields of tiles for production/gold. If those are increased significantly, then units can be increased in cost to some appropriate value. For now, costs should remain based upon vanilla cost but would remain adjusted up or down based on increases in the value of the units. Individual unit costs are part of the unit being balanced against other era units.
2) In general I'm much happier with the changes to units as "balanced" there. We may need to do some disentangling to remove all or most of the "vanguard" issues with promotions that weren't quite stripped out yet. For example how the medic promotion is made available and other "vanguard" promotions, like the "scouting" path could be useful to use for specific units. Most of the other promotion changes are consolidating weaker promotions or adding some gaps.
Note: The consolidated promotions for amphibious mean the Marine unit is useless. A civ is better off taking the promotion to make a unit a "Marine" unit as it will continue to improve over time as upgraded and have the same effects. As a result, the Marine unit was removed in the mod as it was made obsolete and unnecessary.
We also tended to find that the ATG was not a significant enough unit to need to keep as it was difficult to find an upgrade path for it that made sense. The vanilla upgrade path for it is a total mess and felt more like they were reaching to find a spot for the unit themselves in designing it. An anti-tank promotion could be rolled into the gunship and bazooka units to provide some base anti-tank power as with spears and pikes and anti-horse, and then just get rid of this unit. If we can find a use for this unit or an upgrade path that would make sense, then that would be fine too.
3) The main unit question marks I can see concern these units and effects:
Lancers/Dragoons (Cavalry) - How can we differentiate these to make the lancer and the Dragoon interesting and worth building. The current approach is to make the dragoon a skirmisher unit that can fight at range (1), hit and run, but is vulnerable on defence. This was previously the approach used for lancers instead but it makes more "realism" sense with mounted infantry units. This approach was also used on the chariots and gunships, they will hit harder and die somewhat easier (but also won't be more vulnerable to anti-horse units). I'm not sure how I like this approach or if it is indeed appropriate, how well the unit strengths are balanced as yet.
A reverse system was used on the GG-MG-Bazooka unit line to make them stronger on defence but weaker on attack.
Pike-Lancer ATG-Gunship upgrade path (vanilla) or Chariot - Dragoon - Gunship upgrade path (CEP). The latter is way too long a gap and we should at least allow the units to be upgraded to intermediate mobile units (horsemen or knights, landships). The former has all kinds of logical problems; speed and resource requirements keep shifting on and off.
Whether or not to add the missile destroyer (a late game melee ship as a post-destroyer upgrade alongside the missile cruiser as a post-BB capital ship) and the bireme (an early game ranged ship alongside the trireme).
I would also consider there to be a gap between galleons (privateers) and destroyers that ironclads should be filling, but ironclads are made into ranged capital ships. Which means there may need to be a dreadnought or a cruiser unit to fill the frigate-battleship gap so ironclads can remain a melee ship. I also do not like ironclads (or whichever unit becomes a capital ship in that era) requiring iron instead of coal as CEP uses.
Things we could now do that we could not before: separate promotion trees for specialised units within a unit class (airborne, the "skirmisher" units, spears/pikes, aircraft carrier, missile ships, ASW or AA on later game ships, ranged UU knights, etc). Also having airborne units drop and attack on the same turn.
We should still need a way to convert these effects for units that do not get them, such as if a unit swaps between ranged and melee when upgraded, the promotions should convert to appropriate effects.
Whether or not, or how best, to provide some city bonus for dealing with later game siege (3 range).