IPEX-731BA5DD06
Deity
Why not leave at Stone tools, with 2
and 50% v's animals/mounted.
Crafting, it upgrades to 3
and still 50% v's animals/mounted.

Crafting, it upgrades to 3

I think this is the better choice.
- Move it up to Crafting, keep its Strength at 3, and give it +50% vs. Mounted. (When it upgrades to Spearman, it gets +100% vs. Mounted).
Why not leave at Stone tools, with 2and 50% v's animals/mounted.
Crafting, it upgrades to 3and still 50% v's animals/mounted.
Three out of the four Elephant units that we have in AND are double-teched. This is what I think we should do with them.
Elephant Rider: Currently requires Horseback Riding and Warfare. This is one of the very rare cases where I don't think it's a good idea to drop either tech. If we drop Horseback Riding we lose a serious level of verisimilitude. I'm not a super-stickler for realism, but it does need to feel plausible, and riding Elephants without Horses loses that. Without Warfare, I am afraid that Elephant Riders would show up too early and be too difficult to defeat on the battlefield, especially as it is longer to get to Bronze Working and Spearmen than Horseback Riding. HBR just requires Agriculture/Hunting -> AH -> HBR. Bronze Working requires Agriculture + Stone Tools -> Crafting and Mining -> Bronze Working.
Also, Elephant Rider has +25% City Attack that I don't think it needs. Elephant Rider's 6 Strength is better than just about anything else at this point and I don't want taking early cities to be easy.
War Elephant: Currently requires Construction and Horseback Riding, exactly the same as in BTS. I actually think it would be a good idea to swap the War Elephant over to Stirrup to match the Heavy Horseman.
To slightly clean up the War Elephant, I also think it should have base Strength 9, no bonus at Mechanics, and at least +3 Strength at Siegecraft. This way it starts off slightly stronger, then is not as strong as it used to be in the late Classical, then returns to its previous strength in the Medieval.
Elephant Bombardier: Currently requires Chivalry and Gunpowder. With the new requirement of Stirrup for Feudalism, Chivalry isn't as necessary. Before, you could get to Gunpowder without even Animal Husbandry. Now you can't. So dropping Chivalry is easy enough.
Its a bit difficult to visualize this without the context of the updated tech tree, especially without playing through it. In general even in the current rev. however I find taking cities to be way too easy. If I play with raging barbs, which I would generally prefer to do, 10-15 of the AI civs die before the classical era. Part of that is that the AI doesnt seem to prioritize defensive buildings at all, and they also over-prioritize scouts, which wastes their resources.
What are you using for taking cities? I tend to go with individual stacks of 6/6/6 Swordsmen/Archers/Catapults, plus some support units. I usually build my first stack around the mid-Classical Era and then assemble new ones once I get more Great Generals.
I know I really like to pile up a lot of changes and release them all at once. I don't want to have graphics files floating around outside the FPK files, and I don't want to make everyone have to re-download the FPK's. They are the biggest files in the mod.
A Str 3 Archer is already strong in the early game. I also use them for city bombardment and use no catapults in the early game. Enough archers often bombard-and-damage faster than the defending units heal.
About archer's, that's why I suggested long ago to introduced a new archer unit for late classical warfare/early medieval. I don't know why you are so opposed to introduced a new unit, but it is the best solution for this problem. You can have early archers balanced around spearmen and axemen, and the new archer unit balanced against swordsman and Cav. Also I think that adding strength though tech is a bad design, as it not only improve your units without cost compare to upgrades, but it also make then more cost efficient,, in the archer case being completely wacko (you pay the same for a 3 str vs a 5str after all improvements) Honestly a new unit would be a better fix
Just made a "very quick" search and I estimate C2C to have about twice as many art defines as AND2+MegaPack, though I don't know how often MAF happens in C2C.My primary issue with new units at this point is logistical. Every unit requires new unit artwork, and non-mechanized units require several models to get a proper level of ethnic diversity. There is a cap lurking out there that limits how many models you can have, although I don't know exactly where that cap is.
Just made a "very quick" search and I estimate C2C to have about twice as many art defines as AND2+MegaPack, though I don't know how often MAF happens in C2C.