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FYI: Vote at this time is 10 to 3 in favor of Individual Unit Maintenance Costs.
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Even if the main game sets them all to one, I'd like the option for mods.
The problem with setting them all to one is that the result is essentially the same as it is now. That means that the developer has little incentive to opt for something will involve a lot of work but that only modders will use. I think it SHOULD be included into the core game but values should not be too extreme so as to avoid altering strategy in the core game too much (e.g. Infantry=1, Tanks=2 --just to distinguish between them). I should think that would be exceptable to most players.
If this were public we could see those who wanted to vote no on it.
It would only be good if it were the case that people who don't care just vote NO for the hell of it, but I doubt that is the case --although I admit that conservatism (i.e. not wanting things to change) is a factor.
'Public' votes don't work because no one wants to be criticized for going against the majority. If voters want their reasons to be known, they can always post on this thread --I encourage people to do that because it's more specific than just a YES/NO vote.
There are legitimate reasons for not wanting this, but the reasons in favor of adding in this 'feature' far outway the reasons for not doing so.
It would even easier allow weakers units to be more useful like marines and paratroopers with a smaller cost.
Realism aside, the game balance issue does not really affect units like Paratroopers and Marines as they are units with special abilities thus they cannot be substituted by other units. Since they cost more to build and have lower defence than Infantry they cannot substitute Infantry either. Tanks, Modern Armor and Mech. Inf. on the other hand, coincide with Infantry and have a basic attack/defence role that is similar to that of Infantry. This means that assuming you have all resources covered and can afford the time, building Tanks will only cost you more shields (which cost nothing --Factories and "opportunity cost" aside). So in other words, if you have the time to spare, you can forget Infantry altogether and just build Tanks which do everything Infantry can do (except be 'Drafted,' which is usually only used in emergencies) and more. Whenever I play, I garrison all my cities with Tanks as soon as possible and disband the inferior Infantry units.
Where reality is concerned, this is absurd and where gameplay is concerned, it means there is little to distiguish between light and heavy units. Granted, you could just give Infantry a bonus vs Cities thus giving them a more unique role in the tactical sense, but the advantage limited to certain situations and is not really all that effective in the long term.
This does not deal with the problem of having hundreds of Tanks that cost no more than hundreds of Infantry --assuming you have the time to build them. Heavy, advanced units needs to come with an overall cost just to give the game a little balance where unit roles are concerned.
Personally, I never liked the fact that this feature wasn't in Civ2 but I assumed Civ3 would include this because of the new generalized, gold-based maintenance feature. At first I couldn't believe it wasn't included but the fact that the AI limits applicablity would explain the absence of IUMC. Civ2 would definitely have had a little trouble in that department...
