L. Vern
Warlord
Hello all,
the topic of discussion is GPT unit maintenance costs: as it currently stands it's a fairly cryptic system that calculates maintenance based on number of techs researched and number of units owned. In this post, I'm going to go over how the current system works, what I think the major problems with it are, and suggest a starting point for a simpler and easier to understand system.
Current System
The current unit maintenance costs are calculated as a function of the number of units (that have a nonzero maintenance cost) owned, and the number of technologies owned. When ignoring maintenance discounts and using the constants of the current version, the unit maintenance cost is equivalent to the following function
edit: I realized to better understand this equation it's worth pointing out that the reason I didn't simplify the fractions is that the number 82 is significant - this is the total number of techs in the game
It's a bit difficult to understand what's going on here due to having 2 independent variables in an exponential function, so I've created a visualization of how much the next unit GPT maintenance will cost across 8 values of techs known. I've also confirmed these match ingame for all the combinations I've tried with IGE, so should be a pretty reasonable representation of what we get in real games.
Problems with Current System
Simpler System
Imo, the previous equation should not be used and instead units should just have a flat maintenance cost, per unit. A simple, easy to understand, yet powerful and configurable alternative, such an abstraction is much more understandable, arguably a better representation of reality, and best of all - can be intuited by the average gamer.
Here's a starting point for flat unit costs that make sense to me, would love to get your thoughts and feedback on it and maybe eventually workshop it into a formal proposal?
*current values are calculated using an arbitrary number of total units and techs I felt were reasonable for that point in the game, though you can use the graph above to compare any combination of #units/#techs
Discussion Questions
The main reason for making this post was to gauge community feelings/interest and thoughts on the topic - here's some things in particular I'd like to hear more about
the topic of discussion is GPT unit maintenance costs: as it currently stands it's a fairly cryptic system that calculates maintenance based on number of techs researched and number of units owned. In this post, I'm going to go over how the current system works, what I think the major problems with it are, and suggest a starting point for a simpler and easier to understand system.
Current System
The current unit maintenance costs are calculated as a function of the number of units (that have a nonzero maintenance cost) owned, and the number of technologies owned. When ignoring maintenance discounts and using the constants of the current version, the unit maintenance cost is equivalent to the following function
edit: I realized to better understand this equation it's worth pointing out that the reason I didn't simplify the fractions is that the number 82 is significant - this is the total number of techs in the game
It's a bit difficult to understand what's going on here due to having 2 independent variables in an exponential function, so I've created a visualization of how much the next unit GPT maintenance will cost across 8 values of techs known. I've also confirmed these match ingame for all the combinations I've tried with IGE, so should be a pretty reasonable representation of what we get in real games.
Problems with Current System
- It is really not very clear. Often I can't tell how much my next unit will cost in maintenance, much less be able to plan or have an idea of what my army maintenance will cost in the future
- Maintenance costs don't differentiate between the kind of unit - an archer and a stealth bomber both cost the same GPT to maintain, which is both silly as well as limiting to design space for unit identities - cheaper, mass produced, and weaker/lower utility units should cost less to maintain than specialized, powerful, rarer and impactful units
- Marginal unit costs increase as number of units goes up. Not only does this go against the ideas of economies of scale, we already have a military supply system for limiting army sizes.
Simpler System
Imo, the previous equation should not be used and instead units should just have a flat maintenance cost, per unit. A simple, easy to understand, yet powerful and configurable alternative, such an abstraction is much more understandable, arguably a better representation of reality, and best of all - can be intuited by the average gamer.
Here's a starting point for flat unit costs that make sense to me, would love to get your thoughts and feedback on it and maybe eventually workshop it into a formal proposal?
*current values are calculated using an arbitrary number of total units and techs I felt were reasonable for that point in the game, though you can use the graph above to compare any combination of #units/#techs
Discussion Questions
The main reason for making this post was to gauge community feelings/interest and thoughts on the topic - here's some things in particular I'd like to hear more about
- Is this actually something that warrants effort into changing and balancing it? I haven't seen a lot of conversation about unit maintenance, not sure if that's because everyone is content with the way it works now or perhaps because it's unclear how it works?
- Thoughts on what I identified as the largest perceived problems? Do you agree or disagree with some, or are there any positives or negatives to the current system you feel strongly about?
- How would you feel about a transition to flat, per-unit maintenance paradigm? Is it something you think would improve the game or can you envision problems arising from such a change?
- In a flat cost model, what are your thoughts on the numbers presented? Are the base costs per era reasonable? Would you like to see more or less spread between different unit types within an era?
- How would you prefer non-military maintenance be handled? I can make a decent case for it being free, or 1
* era, curious how you would like to see this done
- Thoughts on unique units getting reduced upkeep or buildings/leader UAs with -1/-2 upkeep for some unit class or using flat gold reduction in some other capacity? Might be an interesting tool for modmodders
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