In the thread Makeup of armies a discussion about the merits of upgrading vs. the avoiding of upgrades has emerged. Not trying to further the offtopic there i carry the relevant quotes into a new thread and start actually answering on this topic in my next posting in this thread.
I am not a fan upgrading units, but upgrading a knight to cavalry is a major upgrade at decent price.
I prefer to optimize the economy for net commerce instead for shields and thus advance nicely in tech.
If however the size of your military measured in shields exceeds the production of 20 turns (by a significant margin), then knights are expected to be plenty enough to risk putting them into armies.
More typical however seem situations where you produce around 200 shields per turn and can have around 5 armies. 20x200/40=100 MDIs. That would be a large military force. In my experience the size of the military hardly ever exceeds the production of 20 turns, at least prior to military tradition. It is military tradition that makes using expensive units efficient.
Justanick, why are you not a fan of upgrading? On the surface, spending gold to leverage my investment in shields seems like a good choice. I spent 10 shields building a warrior, then spend gold to upgrade it to sword and then MDI. I can spend my shields building more settlers and marketplaces for the extra happy faces. Am I missing the ROI somewhere, given that I'm only playing on Regent level?
What i actually had in mind is to beeline for Military Tradition. This is one of those few techs that you need ASAP.
The earlier you have it, the earlier you can stop putting shields into lesser units. Also it makes you save money be it in form of unit support or upgrading. Such savings in return help you to advance in tech.
Justanick, why are you not a fan of upgrading?
Because it is quite expensive. You have to pay 3 gold per shield. But when you put shields into wealth you have to pay 4(later: 2) shields for 1 gold.
So what one has to do is to assess the relative scarcity of shields and commerce. Sooner or later 1 shield is not worth more than 1 gold.
So from that perspective upgrading is best avoided. In principle building units with shields is preferable to creating them in a more expensive way.
The one big exception is knights to cavalry because the military value of cavalry is quite high. They reason why some(but not too much either) upgrading can be acceptable is that it is required to get cavalry in numbers within 1 turn of having Military Tradition. This can give you an edge over your enemies that unfolds a value that is greater than the net costs of the more expensive approach via upgrading.
But I do not agree with Justanick about the upgrading of older units.
While it is expensive, it allows my cities to improve their infrastructure (increasing my income and my productivty) and/or additional forces (if necessary), instead of building basically the same units again and again.
Well, my rationale is that sooner or later all improvements, that are worthwhile, do exist. In fact disbanding units in cities with low production can help with that. Cities with higher production however tend to have the improvements that are worthwhile.
The rationale is a lot clearer in the industrial age than say in early medieval age.
Again, I may be making a mistake in my gameplay, but I nearly always have a surplus of gold. I rarely have a surplus of shields.
I like to let an AI build Leonardo's and then capture it, so that my gold costs for upgrading go down even further.
- As I get to 2-turns left (or 1-turn left) when researching a tech, I turn down the science slider to conserve gold and avoid beaker overflow/wastage.
- Unless I am sprinting/beelining a specific turn-sensitive tech (like Philosophy), I usually am not running deficit research. That is, a small +n in gold per turn
- Unless I do a lot of micro in each city, I can't avoid some shield wastage if I were to build every military unit from scratch. I can conserve gold, but not shields
- During the Middle Ages (no factories yet), each city's shields per turn is less than 10, even less outside the first ring. They usually have something to build, and often have more commerce per turn than shields per turn