For the hero units, Bakuel, remember that they will "die" of "natural causes" (i.e. be removed from the map)! So don't waste them unnecessarily.
Anyhow, to reply to your comments.
For the Javelineer, I think I do agree for the most part. When playing my test games, I remember oftentimes I'd just build the Javelineer instead of the Archer, especially if I needed a unit cheap. The AI using them as cheap, easily sacrificed units is reasonably consistent with their purpose in history - Javelineers, Slingers, and other skirmishers were usually cheap units that were easily run down by more professional troops. So I want to keep the collateral damage. I think what I'll do is first lower their strength to 2, and increase their hammer cost a bit, probably to arond the archer as you suggested.
For the horseman, there was a niche I wanted to fill. Historically, in the classical era, Heavy Cavalry were often the victory-makers when civilized nations were fighting each other. However, you do have a point with it being kind of overpowered. I can solve this by two historically accurate ways: first, to jack up the hammer cost by a lot (historically the heavy cavalry were usually elites and nobles, and they were very expensive to maintain); secondly, to give it a
penalty attacking cities (if you think about it, moving a heavily armored horse in such a small space is not the best idea), maybe -25% city attack.
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Anyhow, thanks for the input. If you don't mind, can you also evaluate the militia units (peasant, minuteman, and guerilla) for me too? They were intended to be extremely cheap and replenish-able units, but I didn't test them extensively, and am not sure of what they can (or can't) do.
Just to add, in the next version I'm thinking of maybe adding a Horse Archer unit for the Medieval era (I'll call it a "Cavalry Archer", which will be weaker than the Knight but have a higher withdrawal chance). That way, there can be a difference between light and heavy cavalry in the medieval ages too.