Eliminate the unit maintenance and upgrade cost policy cards?

I think the upgrade cost card is a good one, what the system is designed for, precisely because it's one you'd never run for long periods of time - it rewards planning and timing and micromanaging (some might say it necessitates it, which could be annoyingly fiddly to some people, but the OP disproves this)

Biggest flaw with it I think is that it's too strong. It makes me almost never want to upgrade more than 1-2 units without having it in place. I mean, say you have 20 units and you're running the -1 gold per unit card. So basically that card is worth 20 gold per turn. But upgrading a single archer to a crossbow costs 200 gold. So the 50% upgrade is worth 100 gold. So even if you are upgrading just a single archer, you're better off to swap out even if your next civic is 5 turns away. And I'm usually upgrading more than 1 unit at a time. In fact, that's one of the rare cards where I'll actually sometimes even manually buy a civic change, since even if it costs you 100 gold to do the civic swap, if I'm upgrading 2 archers it pays for itself to do that for the one turn before I wait for my next civic.

tl;dr: 25% off upgrades would probably still be powerful enough that I'd use it.
 
Well, using the Deutschland mod, I leave the upgrade card in all the time, since there are constant upgrades.
(about double what the base game has)

Even with 2g off per unit, it doesn't make up the cost difference for going from horses to panzers.
(6-12 units depending, and it's a stupid high amount even at half off)

This is on marathon mind you, where units stick around a longer time.
On faster speeds, I dunno. I don't like them. By the time you march a unit across the map, it's time to upgrade.
(or it's facing upgraded units. ugh)
 
Back
Top Bottom