papercliptrail
Chieftain
- Joined
- Jan 9, 2026
- Messages
- 56
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:
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:
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:
Motivation:
As soon as a technology is researched, with the click of a button a player can upgrade all of his units (provided he has the gold). This is a huge instant boost to his military's power. One turn of technological research can change the whole course of the war.
The goal of this proposal is to slow down the effects of researching a new military technology in order to mitigate the associated power spike.
Current:
Units can be upgraded on any tile within the player's territory
Proposal:
Units must be on a city square that has the...
As soon as a technology is researched, with the click of a button a player can upgrade all of his units (provided he has the gold). This is a huge instant boost to his military's power. One turn of technological research can change the whole course of the war.
The goal of this proposal is to slow down the effects of researching a new military technology in order to mitigate the associated power spike.
Current:
Units can be upgraded on any tile within the player's territory
Proposal:
Units must be on a city square that has the...
- DoveCDog
- Replies: 36
- Forum: Failed Proposals
Motivation:
Unlocking a new unit is a big power spike. For me, the only frustration is when you are fighting and then all of a sudden the units you are up against digivolve into the new ones mid combat.
As well as the sudden swing in power, that feels very strange from a realism point of view -- immortal units that keep promotions over thousands of years not withstanding.
If such "in combat" units could be prevented from upgrading, it would stop the tide from turning in a single turn without needing any significant changes in behavior.
Proposal:
Unit upgrade requires that unit to be...
Unlocking a new unit is a big power spike. For me, the only frustration is when you are fighting and then all of a sudden the units you are up against digivolve into the new ones mid combat.
As well as the sudden swing in power, that feels very strange from a realism point of view -- immortal units that keep promotions over thousands of years not withstanding.
If such "in combat" units could be prevented from upgrading, it would stop the tide from turning in a single turn without needing any significant changes in behavior.
Proposal:
Unit upgrade requires that unit to be...
- hokath
- Replies: 17
- Forum: Failed Proposals
Last edited:
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.