Finding a strategic home for outdated units

What should be changed about old units that are not worth upgrading?

  • nothing; things are fine

    Votes: 0 0.0%
  • more Gold upon deletion

    Votes: 1 100.0%
  • something else related to XP/promotion level (e.g., instant Culture)

    Votes: 1 100.0%

  • Total voters
    1
I always "look after" my best experienced units like babies.

Would you also be against the "soft limit" when unit lose some experience/promotion when upgraded?

Ha, I even name my units! Usually just by a number and their role, but I give my ships names from WW2.

While losing some experience upon upgrading would make sense, I think would not like it either. I have no problem with the current system - and I am not opposed to increasing the gold from disbanding either.
 
Ha, I even name my units! Usually just by a number and their role, but I give my ships names from WW2.

While losing some experience upon upgrading would make sense, I think would not like it either. I have no problem with the current system - and I am not opposed to increasing the gold from disbanding either.
Same here. It pains a lot when you lose a good old fellow. Those ones we want to keep them forever (upgraded). I don't name them, though :P

Actually, we face a game change where it's difficult to please everyone.
If we encourage all units to be upgraded, it's less tedious but it's also a no brainer (uninteresting). If just a few of our units are better replaced than upgraded, then it's more interesting, but adds a bit of extra work. If too many units are better replaced than upgraded, then it's too much work, and also there's little to think about it. The boundary is blurred in every player preference.

Would making disband more rewarding help with this situation? I think not, unless the process is effortless. There are also concerns about AI not handling well disbanding situations. But there are contradictory messages here: For once, we are told to not disband, as it is a bad, desperate choice. For other, we got so many old units that aren't worth to upgrade, that even donating all of them is a big task, it also has a cooldown, so we tend to disband more often than before, specially when being busy with fighting. That's why imperialism must truly aid with upgrading. A militaristic civ needs to upgrade more often, as it has more units and less time for micromanaging. More pacific civs could do with a little bit more of micromanagement when disbanding and replacing units, like the current gifting mechanic.

Does it mean everything is well and sound? Speaking for the peacemonger, gifting a unit every 6-7 turns for a 11 influence gain is not going to change anything, specially mid-game on. It's not even good for increasing CS military strength, as we usually gift them just crap. It's the lesser evil, for refunding is even worse. Producing new units every few slows infrastructure, where peacemongers usually had the upper hand.

So, I'd say that making upgrading most units worth for warmongers could leave disbanding mechanics as something more targeted at peacemongers, who can stand a little bit more of micromanagement, and the disband mechanic could be improved with this in mind.
 
Can we perhaps add a poll? It seems like not all are even convinced a change is needed (including me), so some numbers to see where the general opinion is would be great.

(I don't know how to add a poll, or if I can do it. The options "no change" and "bump gold" would be enough for the moment, I guess, as I doubt that Gazebo can be convinced to do anything more sophisticated)
 
I'm of the mind that upgrade costs are ok, but purchase costs later on need a big increase.
 
I'm of the mind that upgrade costs are ok, but purchase costs later on need a big increase.
I think that kinda depends. I have no problem if purchase-costs drop below upgrade-costs if you went for industry, I mean industry is all about making new things all the time.

Also worth considering that war weariness increases cost of units by quite a bit, while I don't think upgrade-costs increase at all.
 
I think that kinda depends. I have no problem if purchase-costs drop below upgrade-costs if you went for industry, I mean industry is all about making new things all the time.

Also worth considering that war weariness increases cost of units by quite a bit, while I don't think upgrade-costs increase at all.

What I mean is that your 4 big cities in a tall empire late game can presently manage almost a unit a turn from gold revenues, whereas I'm thinking that double or triple this price seems more appropriate (compare to your 4 same cities in Classical and how many units you were speed-buying then). Upgrading units is still expensive later on, and I guess they could be increased proportionally, but they don't have to be.
 
I think that kinda depends. I have no problem if purchase-costs drop below upgrade-costs if you went for industry, I mean industry is all about making new things all the time.

Also worth considering that war weariness increases cost of units by quite a bit, while I don't think upgrade-costs increase at all.

This is accurate.

G
 
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