The discipline of balancing units without upgrade costs yields its own insights. Production time can be changed of course and also the actual unit costs of the units. For example, armored pikes in OCMOD4 cost wood, gold, iron and coal to produce (but no coal cost to fight obviously). The coal reflects the smithy costs of forging armor. But the real balancing comes with changing unit capabilities in the field which I think is what you refer to in talking about the battle system. For example, preventing firing through friendlies means new tactics (linear tactics) have to be better utilized. The new firing system of OCMOD4 increases range as well as increasing reload times. It also makes more use of the headshot (instant kill). Changing unit speeds would also help. The dragoons definitely should be faster than heavy horse and cuirassiers but not as fast as hussars. Giving them an intermediate speed (between hard horse and fast horse) would enable them to have extra uses. But I haven't been able to crack the problem of changing primary unit speed. I could bring back General WVPM's formations bonuses system into OCMOD4 (and may do so) which at least enables formations to have changed speeds. The other thing I thought of was giving dragoons extra range like sharpshooters but that might make kiting (using Parthian tactics) with them too annoying altogether. If they could kite non-shooters, including heavy cavalry, with extra speed and not extra range, that would be micro-heavy enough. To be consistent, lancers also would have to get the intermediate horse speed. This would lead to hardhorse (armored horse), intermediate horse (lancers and dragoons) and fast horse (hussars). Now, if only there were an easy way of changing horse speed.