Version 5 is uploaded, and can be found on the first post of the thread. Consider this a second beta. Thanks to quantum_mechani and Ironhawk for finding bugs/issues, to Edi for supplying the Unit Database, and to everyone who downloaded and played with the last version.
New:
Most important: Finished all heavy and superheavy infantry.
Now, aside from possible bugs and imbalances, all infantry, militia, and archers are complete.
Added all cavalry in the game, with name, number, and cost, but have not changed any cavalry yet.
Fixes Man longbowman (who lacked a longbow), makes longbow slightly stronger (9 ap) and shortbow slightly longer range (32, putting it equal to xbow). Xbowmen made slightly cheaper to compensate.
Assassins get armguards, so protection goes up to 5. Slayer gets no armguards but higher att/def to put him on par with cheaper assassins.
Fixes some bugs noted in Edi's unit database.
Abysian Salamander (the animal) improved and cheapened.
Lava Warrior base encumbrance drops to 8 (maybe they can stay awake for an entire battle now...)
Neifels get new, better Neifel-sized weapons, and Neifel Giants get attack high enough to hit militia reliably.
Tien Chi Imperial units improved.
Full Scale Mail dropped from -3 defense to -2 defense.
All Ulm units with armor get armor "of Ulm" (+1 prot, +1 resource cost)
Sappers made better.
Mounted unit "strength not added" mount weapons (hoof, bite, etc) got length 1, so that when striking spiny enemies, the rider would not be poisoned. I think length 1 is all it takes, anyway.
Cu Sidhe got stronger.
Alicorn gets armor piercing.
Black Forest Zweihander became elite, and Blood Marshal (Black Forest hero) gets lesser fear.
Indy Knight Commander gets 50 leadership, not 25.
Some Caelian infantry became slightly more expensive.
Changed a few weapon stats and added a couple weapons.
Some archers get 2 strat moves, and/or better attack and defense, and/or higher precision.
All non-commander units with full helms and heavy armor get reduced precision. Commanders are untouched because you can theoretically change their helmet.
Changed myriads of other things to make them closer to perfect. But I can't remember them all However, IMO, all infantry units are now "viable" except for a few that don't carry shields, and which only silly people would build. It's hard to balance soldiers that decide to leave some of their vital equipment at home
As before, thanks for downloading it, and please post any error / bug / mispelling / thing you feel is unbalanced / anything related to the mod in this thread, so I can help make it better. Thanks!