yes, <ModType> Unit works with <Attribute> AdjustArmyStat for offense, and defense - armies are kind of like "objects" it seems. I have not tried with hit points but i will tinker around with it. I will now begin the crude work of making traits for custom factions and sovereigns. Then, i will make some items and factions. When i made my army have defense 3, i made a militia (ctrl+j) and walked it out of city. 3 defense. then i move it onto the tile with my champion - still 3 defense. ctrl+j for another militia. 3 defense. Then i move it to my sovereign and it goes to 6 defense. weird.
Would it be possible to make "equipment" have it's own points? I would like to present a small array of light equipment without making them zero value or adding more points. If i cannot make the equipment use it's own points then i will just make the items available on the shop with no prereq.
I learned that by adding 10% Gildar OR -10% Unrest to civics makes it worthwhile. Another one was adding +200 starting gold to the tech. None of the 3 options unbalanced things or made runaway AI, and all 3 made things more "fun".
-10% Unrest allows "Noble" to pile on a high tax rate without slowing down.
The opportunity cost of making the buildings to maximize it balances out.
Starting with +200 gildar is the most fun because it presents more options than a static bonus such as buying items from the shop. It also lets Non-Wealthy sovereigns to have slightly more resources. This makes Civics as good as Knowledge.
WarriorsTech became better with this alone and will get better once i add in items.
So if there is one change i would suggest for the vanilla game, it would be adding +200 Starting Gold to CivicsTech. It makes the choice a good one. Rushing +200 gold can buy at least one building and one pioneer or 2 pioneers. This would be a good thing in my opinion.
What a rocky road this is, but well worth it.