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Total Pips List
Infantry
Cavalry
Artillery
As you can see from the lists above, the total pips numbers stay quite similar for infantry, cavalry is strengthened slightly for most techs, especially at the later tech levels, and artillery is slightly stronger at earlier levels, slightly weaker at latter levels. Hopefully, these changes make the decision of which units to select, and how many of each type to field, a more strategic choice and less of a min-max necessity.
Blue Coat Infantry
The Blue Coat Infantry (26 Tech Western) description says "The Blue Coat Infantry displays special elan on the attack. Perfect for leaders who believe that the offensive will always triumph over the defensive." Yet vanilla pips are focused on Morale. I changed this to better offensive fire.
Offensive Fire: 3 -> 4
Defensive Fire: 3
Offensive Shock: 3
Defensive Shock: 3
Offensive Morale: 4
Defensive Morale: 4 -> 3
White Coat Infantry
The White Coat Infantry (26 Tech Western) description says "The White Coats were drilled and equipped primarily to to resist cavalry charges. They were not as effective against musket equipped infantry or on the offensive." Yet in vanilla White Coats boast the best offensive fire pips available. I changed this to defensive shock, to resist cavalry charges.
Offensive Fire: 4 -> 3
Defensive Fire: 3
Offensive Shock: 3
Defensive Shock: 3 -> 4
Offensive Morale: 3
Defensive Morale: 4
Longbow
The Longbow (5 Tech Western) in vanilla has 1 pip in offensive shock, offensive morale, and defensive morale. This, to me, make very little sense as longbowmen were typically less than useful in melee combat. They were, however, extremely effecting at firing arrows a great distance, a fact to my mind better represented by 1 pip in offensive fire.
Offensive Fire: 0 -> 1
Defensive Fire: 0
Offensive Shock: 1 -> 0
Defensive Shock: 0
Offensive Morale: 1
Defensive Morale: 1