Updated V3.1, all units rescaled and reballanced to be more tactical and make game play more difficult. Also changed some of the units to be a little more unique.
just drop the XML into the data folder within the gamedata folder at Empire at Wars file location
More realistic balancing
Key planets are worth a lot more credits now which adds some strategic play on GC
Rate of fire for infantry has been slightly increased to make ground combat faster paced
useless indigenous units have been fixed. they now stand a chance against reb and imp units
Plex rockets are still inaccurate to infantry but if they score a hit can do large damage to infantry squads
infiltrators and scout troopers can now heal nearby troops
rebel infiltrators in addition to healing can now stun vehicles and convert enemy troops
Imperials can now conduct raids
Imperial artillery brigades have spotter droids
Scout troopers come with two scout bikes and three dismounted scout troops who are buffed to be almost an Imperial equivalent of rebel infiltrators
Rebel infiltrators now serve as scout snipers rather than saboteurs. They take cover rather than throw bombs but have increased range and damage. Their cost is reduced and they serve well as pathfinders
Rebel infantry platoons are now partisan militia made up of indigenous units, their uniforms still change in cold weather though which is cool
Rebel Plex platoons are now the regular forces of the rebel alliance and thus have been buffed to be slightly more skilled than the normal infantry platoons.
Reb artillery now is accompanied by two pilots to help scout, capture command points, and build pads during raids and invasions so you don't have to waste an infantry squad