Alpakinator
Warlord
- Joined
- Jun 30, 2020
- Messages
- 181
Problem:
Building cheaper units before unlocking the upgrade, then upgrading them, is too cheap. More efficient
to
conversion than buying units, or investing in buildings. The best way to use gold, a no-
. It's cause the formula is:
upgrade cost = (
of target unit -
of current unit) + 10.
eg. Knight to Lancer:
195 = ( 350
- 165
) + 10.
So we save 185
by paying 195
, and get full XP.
Meanwhile it takes 2x more
than
to make early units.
It's ridiculously bad for balance and makes "decisions" trivial. Allows for too fast Spearman and Archer rushes on pre-wall Capitals. Later rushes too. Partly why warmongering is too easy.
I made a website to show the problem and allow you to find a good solution:
The lower on the graph, the less
it takes to save up on 1
.
The green "upgrade" curve is way lower than red or blue until modern era.
Adjust the formula with sliders on the left so that the yellow curve is reasonable. Then propose your formula if looks better than mine.
My solution:
Change the upgrade cost formula to:
1.3 *
cost difference + 30
Pros:
Interactions with other proposals:
I think none directly.
I'll help explain the graphs if they're confusing.
Building cheaper units before unlocking the upgrade, then upgrading them, is too cheap. More efficient
to
conversion than buying units, or investing in buildings. The best way to use gold, a no-
upgrade cost = (
eg. Knight to Lancer:
So we save 185
by paying 195
, and get full XP.Meanwhile it takes 2x more
than
to make early units.It's ridiculously bad for balance and makes "decisions" trivial. Allows for too fast Spearman and Archer rushes on pre-wall Capitals. Later rushes too. Partly why warmongering is too easy.
I made a website to show the problem and allow you to find a good solution:
Spoiler Gold costs to production costs ratio graph of the website :
The lower on the graph, the less
The green "upgrade" curve is way lower than red or blue until modern era.
Adjust the formula with sliders on the left so that the yellow curve is reasonable. Then propose your formula if looks better than mine.
My solution:
Change the upgrade cost formula to:
1.3 *
cost difference + 30Spoiler Graph with this formula :
Pros:
- Early upgrades tiny bit less efficient than buying. Tradeoff with pre-building caused time saving, important vs pre-wall cities.
- Upgrade cost discounts matter more; strengthens underpowered Imperialism.
- XP Discrepancy between bought and pre-build units is higest for post Military Academy 60XP+ units, so value of upgrading units rises vs buying them. Late game, risinng upgrade cost discrepancy due to *1.3 counters that.
Interactions with other proposals:
I think none directly.
I'll help explain the graphs if they're confusing.
Last edited:
, God of the Opne Skies, Fealty etc. that become too powerful if player uses gold for upgrades a lot, and purchases armies late game. And that seems like a bigger issue. And not to mention the purchase discount stacking test-able on my website.