Gian thanks for your commitment, but did you really read the thread? :) The game is VERY abstracted. The units represent large bodies of men. There is no psychology, charges, manouvering or placement modelled in any way.
For comparison, the original game has soldiers and dragoons (dragoons are cav that dismount when fighting). In that game dragoons are both much faster and much stronger overall (no bonuses to att/def or anything).
I could use that but i like the idea of them being less defensive. I named my mounted units "cavalry" to indicate that they are not dragoons (which is basically a more mobile form of infantry)
I want cavalry for another reason as well (using one of the resources/goods, which is "horses")
My idea for the high-level function of units is still:
inf: def/general purpose
cav: strong attack
arty: strong anti-fort (siege) but must be supported
How to achieve this is debatable. But i cannot add too much details when it comes to combat (it's just a secondary game system in this game)