ZippyRiver
Prince
- Joined
- Nov 27, 2005
- Messages
- 454
Look at your given situation and each unit. I am new-2-4 also and frankly do not know what units get which upgrades and which promotions are not available to each sucessor. it will take several games before it becomes second nature. No big deal. (for now) When I get a new tech, I like to build one unit in my unit factory and see what types of upgrades are (not) available to it. This helps me decide which of the obsolete units get upgraded first.
Here is a sweet example of one such upgrade. I had back in my core cities a couple of early archers with city 3 promos. They missed out on the longbow upgrades (as did a lot of them) because during that time period upgrading was prohibitively expensive. As my front moved and my old garrisons didn't, I ended up finding out about this upgrade. I was finally able to build machine guns, but my longbows were not eligible for that upgrade. And machine guns are not eligible for the city defence promotion. But archers are... Yes, it's an expensive upgrade but not having to "replace" all those core garrisons made the ones I did upgrade worthwhile. You are right about having your cities losing valuable production turns to replace something already in place.
Another thing I noticed about one of the skip-a-few upgrades is total cost. I don't remember which unit is was, but I will use the archer for an example. Say you have a number of archers sitting about and you get the tech for longbows. Not long after you get the tech for musketman. OK>>>> The cost of upgrading an archer to a longbow added to the cost of upgrading the longbow to musketman, totals more than just upgrading the archer to musketmen. (REMEMBER, this is only examplatory, I don't remember what the longbow upgrades to). It certainly appeared that the cost of upgrading that archer was "too much" but when you look at the life of the "core" unit, it's not that bad. If someone is willing to upgrade archers to longbows, and later on upgrading thier longbows then they should have no qualms about paying the big bill when skipping an upgrade. I do NOT know if the skip a upgrade discount is there with all units, but certainly with some it's present and something to have a watchfull eye out for. (from one noob to another).
There is a monster setback in upgrading though. Ok, maybe not that big of a monster but frustrating nonetheless. When you upgrade a unit, only a maximum of 10 experience point carry over to the next unit. So if you have a unit that is 25/27 exp, WAIT to upgrade it. You only need 2 more exp points to get the next promo but if you upgrade it you will need 17. 17 is a LOT of sucessfull battles. The next level iirc is 36, an even harder number to achieve but your unit already has chestfull of medals and getting another one is not worth sending that old of a unit into 9 more battles. It's better to upgrade right after a promo than right before. This also means you do not want to upgrade any units you have saved up exp points on without promoting. Nab the promo, then upgrade.
New VS Old also has you looking at experience levels. If you can build units with 8 exp points and you have some old 6 point units, don't bother with the upgrade on those, use them for fodder. Or as I like to view it, they have to earn their right to be upgraded. If they make it to 10 points, they get the upgrade. If they get fodderized, so frickin what. Just make sure that when foddering units that you have enough good units with them to finish the job, otherwise your fodder equates to promotions for the enemy (which is never a good thing). A nice combo to have is a stack defender, a number of fodder units, and a couple of old big exp units. The stack defender of course is not usually involved. Send in the fodder units against the AI and weaken them, hopefully enough that your old 26/27 or 16/17 becomes the favorite in winning. Then finish off the enemy with that one. It's gets rid of the chump units and allows you to get in one last promotion before upgrading your elite unit. Now when I talk about what you can build VS what is already there, I am NOT talking about your unit factory. My current game I can pump out units with 12 exp points in that one city but 8 point units can be built in most of my other cities. So 8 points is the fodder guide, not 12. It's a real PITA to try and have one city replace every old garrison in every city. What a nightmare. Let each city build it's own garrison as you want your 12 point units heading for the front.
So this leaves you with a number of things to look at when deciding to upgrade or not.
1. Can I afford to upgrade this paticular unit at this time?
2. Does it have promotions that are not available on a future upgrade?
3. Does it pass the fodder test?
4. Is it a near-elite unit that needs to see a couple more battles first?
Should you upgrade that unit? It depends....
Here is a sweet example of one such upgrade. I had back in my core cities a couple of early archers with city 3 promos. They missed out on the longbow upgrades (as did a lot of them) because during that time period upgrading was prohibitively expensive. As my front moved and my old garrisons didn't, I ended up finding out about this upgrade. I was finally able to build machine guns, but my longbows were not eligible for that upgrade. And machine guns are not eligible for the city defence promotion. But archers are... Yes, it's an expensive upgrade but not having to "replace" all those core garrisons made the ones I did upgrade worthwhile. You are right about having your cities losing valuable production turns to replace something already in place.
Another thing I noticed about one of the skip-a-few upgrades is total cost. I don't remember which unit is was, but I will use the archer for an example. Say you have a number of archers sitting about and you get the tech for longbows. Not long after you get the tech for musketman. OK>>>> The cost of upgrading an archer to a longbow added to the cost of upgrading the longbow to musketman, totals more than just upgrading the archer to musketmen. (REMEMBER, this is only examplatory, I don't remember what the longbow upgrades to). It certainly appeared that the cost of upgrading that archer was "too much" but when you look at the life of the "core" unit, it's not that bad. If someone is willing to upgrade archers to longbows, and later on upgrading thier longbows then they should have no qualms about paying the big bill when skipping an upgrade. I do NOT know if the skip a upgrade discount is there with all units, but certainly with some it's present and something to have a watchfull eye out for. (from one noob to another).
There is a monster setback in upgrading though. Ok, maybe not that big of a monster but frustrating nonetheless. When you upgrade a unit, only a maximum of 10 experience point carry over to the next unit. So if you have a unit that is 25/27 exp, WAIT to upgrade it. You only need 2 more exp points to get the next promo but if you upgrade it you will need 17. 17 is a LOT of sucessfull battles. The next level iirc is 36, an even harder number to achieve but your unit already has chestfull of medals and getting another one is not worth sending that old of a unit into 9 more battles. It's better to upgrade right after a promo than right before. This also means you do not want to upgrade any units you have saved up exp points on without promoting. Nab the promo, then upgrade.
New VS Old also has you looking at experience levels. If you can build units with 8 exp points and you have some old 6 point units, don't bother with the upgrade on those, use them for fodder. Or as I like to view it, they have to earn their right to be upgraded. If they make it to 10 points, they get the upgrade. If they get fodderized, so frickin what. Just make sure that when foddering units that you have enough good units with them to finish the job, otherwise your fodder equates to promotions for the enemy (which is never a good thing). A nice combo to have is a stack defender, a number of fodder units, and a couple of old big exp units. The stack defender of course is not usually involved. Send in the fodder units against the AI and weaken them, hopefully enough that your old 26/27 or 16/17 becomes the favorite in winning. Then finish off the enemy with that one. It's gets rid of the chump units and allows you to get in one last promotion before upgrading your elite unit. Now when I talk about what you can build VS what is already there, I am NOT talking about your unit factory. My current game I can pump out units with 12 exp points in that one city but 8 point units can be built in most of my other cities. So 8 points is the fodder guide, not 12. It's a real PITA to try and have one city replace every old garrison in every city. What a nightmare. Let each city build it's own garrison as you want your 12 point units heading for the front.
So this leaves you with a number of things to look at when deciding to upgrade or not.
1. Can I afford to upgrade this paticular unit at this time?
2. Does it have promotions that are not available on a future upgrade?
3. Does it pass the fodder test?
4. Is it a near-elite unit that needs to see a couple more battles first?
Should you upgrade that unit? It depends....