I think I'm nearly done with my phalanx edits. There are two problems with the phalanx:
1. Cav pushes a phalanx back easily and penetrates the spears nearly immediately, sending the phalangites to their secondary weapons, and in short order to meet their sundry gods.
2. Some heavy infantry easily pushes it back as well. Again, the phalangites inflict few kills before switching to secondary, and then being hurried along to meet their gods.
From my testing I've ended up taking a combined approach to make the phalanx a bit tougher (but still not overly tough vs. either.) The first key is to increase phalanx soldier mass. They move as a unit, so this is the only "rank" effect you are going to get from CA. Many units are using a base value of 1, although the better ones use 1.3. However, some heavy sword infantry uses 1.3 or 1.5. And horses are 3.5 to 6. So we get the improbable situation of these sword and cav units shoving back the phalangite ranks. I can't cut the cav. mass much because doing so really hampers them vs. swords. So I increased hoplite/phalanx mass. This really helps the phalangites/hoplites in combat without doing anything wierd. I reduced horse mass only slightly.
Adding mount effects for phalanx units: I copied the +4 mount effects from other anti-cav spear units. This is probably still inadequate since heavy cav can still beat some high end phalanx units, but it helps considerably. +8 might be the answer. That (+8) is what I used for non-phalanx spears in 1.1 and found it reasonable on both sides.
I also added a negative mount effect for most sword/axe/falx infantry, and skirmishers/slingers/archers with high secondary attack--but not Forresters as they have spears for 2nd weapons. I used horse -4 and camel -2. This makes sword units a bit easier to kill with cav, instead of having them beat up on the heavy cav.
Here are the values I used for mass:
Militia hoplites and levy pikemen and nubian spearmen, mass = 1.3
Mid pack hoplites and pikemen, mass = 1.6
Elite hoplites and pikemen, mass = 1.8
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