Currently, heavy infantry are incredibly weak from gunpowder age onward. While they're obviously a staple up to that stage of the game, it's still a relatively short time period that they are actually viable. To make matters worse, they're the unique unit for 3 nations, meaning those nations scale worse than they otherwise should.
I'd like to suggest a handful of buffs to make infantry a more viable army option for later stages of the game. The first, and probably easiest way to help them out is to start with how their HP scales. Early stages of the game remain similar, but infantry would simply gain more health with each level of research in the armory. Somewhere in the 20% range seems fairly reasonable by the enlightenment age, as AoE increases significantly and they need a way to at least do damage even if they don't survive.
The second set of changes is in regard to the unique infantry units, since they basically don't see any play and deserve to truly have a niche rather than be forgotten. I'd propose that they move 20% faster in addition to current bonuses for 1 nation, that the second nation receives additional damage or HP in the way that greek and french tanks do, and that the third nation takes less damage from AoE attacks. If that's not feasible in terms of coding, then make them do additional (near normal) levels of damage to infantry defenders.
In total I think this would make for more options over the 3x tank, 3x heal cart, rest siege units and shooters army comp that most people tend to run. It also wouldn't empower infantry to the point that they were the only unit worth bringing to the fight, it just adds some beef to them so they can attempt to do their job.
I'd like to suggest a handful of buffs to make infantry a more viable army option for later stages of the game. The first, and probably easiest way to help them out is to start with how their HP scales. Early stages of the game remain similar, but infantry would simply gain more health with each level of research in the armory. Somewhere in the 20% range seems fairly reasonable by the enlightenment age, as AoE increases significantly and they need a way to at least do damage even if they don't survive.
The second set of changes is in regard to the unique infantry units, since they basically don't see any play and deserve to truly have a niche rather than be forgotten. I'd propose that they move 20% faster in addition to current bonuses for 1 nation, that the second nation receives additional damage or HP in the way that greek and french tanks do, and that the third nation takes less damage from AoE attacks. If that's not feasible in terms of coding, then make them do additional (near normal) levels of damage to infantry defenders.
In total I think this would make for more options over the 3x tank, 3x heal cart, rest siege units and shooters army comp that most people tend to run. It also wouldn't empower infantry to the point that they were the only unit worth bringing to the fight, it just adds some beef to them so they can attempt to do their job.