Not sure if thats what you've been looking for rey, but I tried to calculate a bit more accurate Unit Power for you, however it still seems arbitrary...

That's a good way to calculate it with some formula, instead of just 'assuming' the values.

I calculated how much health each unit has in respect to its damage output

Can you explain it more detailed?

Some thoughts on your formula:

1. You calculated average values for parameters assuming that we can use unit types there (f.e. '1/4 of KaM units are considered Cavalry '). But its not 100% correct, because in real game all of the units are represented in different numbers. Some are more frequent and some could be rarely seen. F.e. we do not have as much scouts as axe fighters. Then lance carriers will get more points, because of that, while not seeing as many scouts as axe fighters in the real games (also scouts are much more expensive)

**Upd. Some crazy idea just came to my mind - what if instead of using 'average number by unit type' value we use real values from the current game, calc unit power depending on real game situation. F.e. calc all units of your opponents and see how many horse units they have. If no horses - then your lance carriers are useless.

Or may be its too complicated, unclear and confusing...

2. You missed Speed parameter, horse units should get their bonus points for higher speed. Similar for units with charge ability - axe fighters have more chances to catch bows then lance carriers.

3. I think attack speeds for ranged units are not correct. IIRC bowman's delay between hits is 24 ticks on average, crossbowman's is 40 and rogue's is 36.

Also I have no idea what is a measure value of attack speed - hits per 'some period of time', but what is that time actully.

Overall results has questions - Knight is only 1.2 points stronger then militia. He should be stronger IMHO.

But this is a right way to calculate. Just need to adjust coefs.