Useless units
1. Chariot-Elephants are more useful and available very early as well
2. most boats in general-I'm not much of a sailor; I'll build a trireme if i'm on a small island, but other than that I stay away from boats until I have transports and AEGIS Cruisers
3. Marines-too weak; I'll just use a "Special Forces" unit which I've created (see my alterations below) when they become available
4. Submarines-same reason as marines; use "Sea Wolf" instead if I want to sink some battleships
Most useful units
1. Stealth fighters-a very fast and effective attacker against Riflemen; can defend newly acquired cities and quickly clear out enemy Partisans that appear after taking over a city
2. Armors-the best mix of speed and strength for a ground unit
3. Settlers/Engineers-for obvious reasons; Caravans/Freights-equally obvious
4. Spies-for CounterEspionage
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New Technologies I've created:
Advanced Tactics, 5,-1, CA, Sth, 3, 0 ; U1
this allows the "Special Forces" unit; see new units below
Radar, 5, 0, Rad, Cmp, 3, 4 ; U2
this allows the research of "Sonar" with "Nuclear Power"
Sonar, 6,-1, U2, NP, 3, 0 ; U3
this allows the "Sea Wolf" unit; see new units below
Drama, 4, 2, Lit, Chi, 1, 2 ; Plu
this allows the Shakespeare's Theatre Wonder
new units I've created:
Special Forces, nil, 0, 1.,0, 8a,5d, 2h,1f, 10,0, 1, U1, 000000100000100
This is effectively a paradropping marine; requires "Advanced Tactics" advancement
Sea Wolf, nil, 2, 4.,0, 12a,4d, 3h,2f, 8,0, 2, U3, 100000000001001
Stronger, faster submarine; good for sinking batteships; requires "Sonar" advancement
Sealift, nil, 2, 8.,0, 0a,3d, 3h,1f, 6,12, 4, MP, 000000000000001
Faster Transport unit; can carry 12 units; requires "Mass-Production" advancement