wobuffet
Barbarian
- Joined
- Jun 27, 2011
- Messages
- 1,248
Continuing this discussion between Moi Magnus and tu_79 from the patch thread, I think upgrading a military unit should be at least 25% or so
cheaper than just building a brand-new unit (before any upgrade discounts). I love the "pick and choose which units you want to upgrade" feel of upgrades now, but upgrades feel very very expensive now, and would feel better at just "expensive" to me.
The bigger issue now, in my view, is
what to do with outdated units that aren't worth upgrading (for peaceful players, mostly).
1. City-State gifts
In my last game, each unit gifted to a City-State was only worth 11 or 12
Influence or so. I know it's variable now based on how many units the City-State already has (which is a great idea!), but 11
Influence feels pretty pathetic in exchange for a Tercio valued at 500
.
Ideas:
We could also make disbanding (i.e., deleting) units more feasible/strategically interesting:

The bigger issue now, in my view, is
what to do with outdated units that aren't worth upgrading (for peaceful players, mostly).
edit (from a later post I made in this topic):
Rationale: I think a Disband bonus is important because the "fun to game balance" ratio is extremely high here: any piddling reward to deleting units would greatly increase the feeling of forward progress that the Civ experience is all about. Deleting a unit feels like a waste, a setback, a defeat – no other decision that the player makes in the game does this.
If "upgrade or disband this unit?" is going to be a regularly occurring decision in this game (and again, I think this is a good change), neither of those options should feel like a step backwards.
Rationale: I think a Disband bonus is important because the "fun to game balance" ratio is extremely high here: any piddling reward to deleting units would greatly increase the feeling of forward progress that the Civ experience is all about. Deleting a unit feels like a waste, a setback, a defeat – no other decision that the player makes in the game does this.
If "upgrade or disband this unit?" is going to be a regularly occurring decision in this game (and again, I think this is a good change), neither of those options should feel like a step backwards.
1. City-State gifts
In my last game, each unit gifted to a City-State was only worth 11 or 12



Ideas:
- tweak the new formula for
Influence per City-State gift upwards. Perhaps increase the per-CS unit gifting cooldown from 3 to 5 turns to compensate, so you can't just convert old troops into multiple CS Allies.
- making the amount of
Influence gained scale with the unit's
/
Strength (compared to the average of its extant units, say) or simply the unit's
original purchase price (e.g., if an Envoy could now be purchased at 500
to garner 40
, a 500
military unit would be worth 13–20
.)
- +50% war bonus
Influence from units gifted to City-States who are currently under attack (the existing "we need units!" quest seems to not fire consistently, even when the City-State is losing units and taking City damage).
We could also make disbanding (i.e., deleting) units more feasible/strategically interesting:
- dramatically increasing the "refund rate" from deleting units (e.g., you get back 33% of its "original
purchase price") – an Authority or Imperialism policy could even boost this %.
(Caution: If this % is too high, building & deleting units could end up obsoleting the Wealth process.) - Alternatively, disbanding units could trigger an instant non-
monetary boost of some sort... e.g., 25% of a deleted unit's
XP is converted to
Culture (or
Golden Age Points?)
- Disbanding a unit adds +0.5%
Culture and +0.5%
Gold during Golden Ages to the City with the Heroic Epic, max +25%. (Works well thematically, I think!)
- Deleting units temporarily reduces
War Weariness ("We're bringing the old, weary troops home!")
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