Hey! I want to share with you something that might be useful for our community. UNIT TREE v 3.1 (up-to-date with CPP 15-12-2016 beta) Spoiler : I included all military units (without UUs) available in CPP with all their stats and abilities. The position of unit's icon determines when this units becomes available. Units are divided into paths and if boxes are connected, it means that they can be upgraded (exception: carrier and missile). I hope you find it interesting/useful. It may be good for new players to get familiar with new and changed units. And for more experienced players it can be good for finding ways to change/balance units. If you have any comments regarding this image or unit balance then please go on and reply in this thread! My old conlcussions regarding balance and gameplay: Spoiler : 1. Upgrade tech requirements. [FIXED!] Spoiler : There are some units that can be unlocked without unlocking their previous versions. I've marked them in tree. I think that it wasn't intended but I have no solution how to fix it right now. I see that one of them was fixed in last patch but I'm not sure which so I marked it too. Fix: Move techs or units around tech tree (but be careful with first one cause it can make other problems). 2. Density. [FIXED!] Spoiler : Most of units are well-spread along eras but there are 2 exceptions. I think that there should be always at least 1 technology gap between each unit of same type. First are melee naval units at the turn of Renaissance and Industrial Era. Maybe these ships are different but there is only little time to use Corvettes. Fix: Moving Destroyers and Battleships one period further would be nice, these ships were becoming quickly Obsolete anyway because there are no melee ships in Atomic and Information era. Second are anti-air units which come almost at the same time. I didn't use Anti-air Gun in my last game, even once. Fix: Mobile SAM could be moved one period further and it would match the upcoming of more advanced aircraft (fighters and heavy bombers). Fix2: Mobile SAM could be moved three periods further to advanced balistics. It would be logical and this unit could counter 2nd and even 3rd tier aircraft well. This should be done with increased a little. 3. Aluminum. I think that Aluminum has not enough use. It is available by early modern era but can be used first in middle information era! These resources serve only for trade for long time before can be utilized. Fix: What if very advanced buildings (like wind/hydro plants, atomic and solar power stations) would require aluminum? I think that it would be interesting and balanced. Even if you lack aluminum when playing wide then you could build Recycling Centers (maybe RC limit should be extended though). Fix 2: Aluminum could be unlocked later but I'm not sure if it is very smart fix. 4. Promotions. Some of units (especially these specialized - siege, air, naval) has loads of promotions from the beginning making it hard to keep track upon them. And there are many icons that looks the same. It gets even worse if you manage to upgrade unit few times - promotions can even hide behind unit icon! Fix: Make some promotions stack together. For example siege units could have Siege 1/2/3 promotion which would include: Siege 1: +100% vs cities, Must set up before fire, Limited sight Siege 2: +100% vs cities, Must set up before fire, Limited sight, Indirect Fire Siege 3: +100% vs cities, Limited sight, Indirect Fire What is more, promotions gained upon level-up could stack too. There are promotions that increase strenght by 10% with every level-up. Why don't let them stack (only with changed icon for every level?) Fix 2: Make promotions icons in 2 rows. It won't help much but at least something. 5. Bugs. I found some bugs that stands in tech tree (and I think they should be removed, even if some of them are only wrong tooltips): - B17: has Siege I promotion which gives +33% aggainst cities. That's good but every other unit in game has unique promotion that gives percentage bonus to certain situations (what allows this unit to get promotions like "Siege" anyway). That's rather a detail but well Fixed bugs: Spoiler : - [...] - Submarine and Nuclear Submarine: have "Targeting" promotion which grants them something like +10% combat strength. I think that this is unnecessary as these units already have loads of promotions. It's better to remove it or increase combat strength manually. - Marine units have really random range. For example Dromon is ranged and has 4 while Caravel is melee and have only 3. It should be reversed (or at least aligned). From my standpoint: Fix 1: Make ancient/classical/medieval melee naval units at about 4 and ranged at 3. Ranged ships have enough advantage and I don't see why they should be faster. By the way, melee units are usually "explorers" so more should match their role well. Fix 2: Make ancient/classical/medieval ships at same speed (3 or 4 ). I'd vote for 4 because naval units are faster than land as they don't need to rest. - Explorer: has "Embarkation on ocean" promotion which doesn't make sense as it is unlocked in the same tech (sorry as it was mine thrown idea but I didn't know at which tech explorer will unlock). And it isn't written in unit's description but it is hidden in that promotion that this units gets +1 sight when embarked. I'd suggest to change "Embarkation on ocean" for "Embarkation with extra sight" to makes things clear. - Ski Infantry: Technology tree says that Ski Infantry (65) can be upgraded with 15 into Rifleman (50). I wouldn't do that. - Lancer: has "+33% vs Mounted" in technology tree description but it hasn't in game if I'm right. - Cavalry: Lancer has "Ignores building defence" insted of Cavalry. I assume that every gunpowder unit should have this one so this should be swapped. - Gatling Gun: It doesn't have "Ignores Building Unit" promotion. Note that every other Industrial+ unit HAS this promotion. - Volley Gun: Same here, it doesn't have "Ignores Building Unit" promo. I'm not sure if it should have it though (but if this promotion is for every gunpowder unit then it would make sense to add it). - XCOM squad: doesn't have "Ignores building defence" in it's description. I think that they have enough stuff to ignore every defence. - XCOM squad: it has "Skyranger" promotion that is simmilar to Paratrooper promotions but there is no "No movement cost for pillage" included. I think that upgraded units should rather save their abilities so maybe lets add it? - Lancer: Cavarly has been fixed but lancer still has Ignores Building Defence promotion. This makes no sense. - Mercenaries: can't upgrade to Mechanized Infantry. Other buyout units can upgrade so maybe it's not intended. - Marines: simillar problem. They could upgrade to Mechanized infantry because they go obsolete in Information Era. - Caravel: it has only 3 while it's predecessor and upgrade have 4 . It doesn't make sense that more advanced ships are slower. We talk about almost 3 era difference in time! - Galleas: same as above. Only 3. - Ironclad: it has only 3 and "Double movement on coast" promotion. I think that this makes no sense. Why can't he just have 5 or 6 (like other units in his upgrade line) without this weird promotion? Not only this is weird but imbalanced: movement bonusses from wonders/englandUA/other sources gives this unit 2 additional , not 1 . It's strange that this industrial unit can be faster than any other unit in game (except planes). Maybe I don't get the idea, why this unit is slower on oceans (I'd understand if it was ancient unit but this...). - Destroyer: it haven't been moved to rocketry as it stands in changelog. Or there's something wrong with my version. - Battleship: can't be upgraded to Missile Cruiser. They should be on the same upgrade path. - Missile Cruiser: doesn't require any SR. I think that the most powerful ranged unit (and such a massive piece of ship) should require oil at least - Submarine: there is almost do difference in Submarine and Nuclear submarine production/gold costs (50/40 respectively). This is strange as Nuclear submarine has: strength, +1 moves, +25 rangedstrength, +1 range, extra sight and ability to hold 2 missiles. That's hmm quite a lot for 40 . - Zeros: as replacement of Fighter they're not that strong (+33% vs Fighters bonus). For example B17 (replacement of Bomber) has +5, Evasion 50% and Siege I what is significant buff. I'd suggest to give Zeros at least +5 .