(9-VT) Upgrades take place over 3 turns

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papercliptrail

Chieftain
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Jan 9, 2026
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Motivation:

It seems there's a consensus that the spike in power due to the ability to suddenly upgrade your army the turn after you unlock a tech is too difficult to deal with. The other proposals attempt to deal with this by trying to limit the number of units you can upgrade at a time. It seems to me that if the root problem is the sudden spike in power, then we should smooth out the spike.

Proposal:
Upgrading gives the unit a promotion for 3 turns (scaling with game speed) and no longer causes the unit to end its turn.
The promotion gives the unit [(upgraded unit CS - current unit CS)/4 * (4-turns left)] bonus CS.
If the unit begins its turn outside own territory (or friendly territory with Exploitation), add 1 to turns left
Once the promotion wears off, the unit gets upgraded


After upgrading, the unit gets a malus for 4 turns (scaling with game speed)
The malus reduces the CS of the unit by [(new unit CS - old unit CS)/4 * turns left]
If the unit begins its turn outside own territory (or friendly territory with Exploitation), add 1 to turns left

Example:
Turn 0: Upgrade the Horseman (13 CS) to Knight (24 CS), so the difference is 11. The malus reduces CS by 11.
Turn 1: Malus reduces CS by 8.25 (15.75 CS)
Turn 2: Malus reduces CS by 5.5 (18.5 CS), Knight moves out of upgradable territory
Turn 3: No change, Horseman moves back into upgradeable territory
Turn 4: Malus reduces CS by 2.75 (21.25 CS)
Turn 5: Malus runs out and disappears

It's possible to embark the unit and not trigger the timer penalty. This is in case you have more units than land
3 turns because that's about how many turns you have to prepare after noticing someone's preparing to attack you

Counterproposal to:
 
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I'm against this because I don't want to have to check the exact CS of ever unit before I attack it. Players should be able to look at a unit and where it is located relative to the attacker, and be able estimate the outcome of attacking that unit without first checking to see if it's two turns into a promotion.
 
Agreed. This will be very confusing as to why the enemy has 18.5 :c5strength: CS Horesemen, and now I'll have to be moving my mouse over each unit trying to identify how strong it is. The same thing with keeping track of my own units. Though I acknowledge this issue already exists to some extent with checking unit promotions, but not to the same extent.

This could work better if we were able to modify the unit sprites so that half of them are Knights and half are Horesmen.
 
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The more natural way to accomplish this idea, visually speaking, is to use HP instead of CS as a representation of unit strength. Your 100 hp warrior becomes a 66 hp spearman on upgrade etc. Make the HP conversion proportional to the change in CS.... Then everyone can see what's up at a glance
 
The more natural way to accomplish this idea, visually speaking, is to use HP instead of CS as a representation of unit strength. Your 100 hp warrior becomes a 66 hp spearman on upgrade etc. Make the HP conversion proportional to the change in CS.... Then everyone can see what's up at a glance
I think this is a great idea. It smoothes out unit upgrades by forcing you to heal if you want to use new unit to its full potential. An opponent has some time to react.
 
The more natural way to accomplish this idea, visually speaking, is to use HP instead of CS as a representation of unit strength. Your 100 hp warrior becomes a 66 hp spearman on upgrade etc. Make the HP conversion proportional to the change in CS.... Then everyone can see what's up at a glance
Kinda like this. A little unintuitive, but otherwise this seems reasonable.
 
Not opposed to the HP idea, someone else will have to counterpropose.

A few things to consider:
  • Loss in HP reduces CS, so it accomplishes something similar
  • What to do with upgrades on already damaged units
  • The role of other sources of healing (Pillaging, Promotions, March, Medic)
  • The Banzai promotion
  • Inability to gift damaged units to fulfill City State quests
  • Scaling with non-standard game speeds
The exact HP values can be easily adjusted for balance, but I think even 50HP is reasonable. Enough not to be useless in a fight, but low enough not to actually want to fight with them.
For upgrading damaged units, we have a choice of instantly damaging them by a flat amount (leaving 1HP if it would otherwise kill it), or making it proportional.
I think the former is preferable, but I can just imagine AIs upgrading at inopportune moments and getting one-shot the next turn.
 
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I'm against this because I don't want to have to check the exact CS of ever unit before I attack it. Players should be able to look at a unit and where it is located relative to the attacker, and be able estimate the outcome of attacking that unit without first checking to see if it's two turns into a promotion.

We can do it the other way. Upgrade the unit immediately, and give it a timed CS malus instead of a promotion. Then you'd be overestimating your outcome instead of underestimating it.

In that case, upgrading would end its turn again.
Malus would be 100% of the CS difference immediately (Turn 0)
75% malus on Turn 1
50% malus on Turn 2
25% malus on Turn 3
 
Amended proposal to upgrade immediately with a malus instead, as overestimation of combat damage is better than underestimation
 
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