Number one, often proposed, has some good elements but is only necessary if you have researched everything, which shouldn't have been done
Number two might be a good idea but we never need to do that
Hello, I recently quit the game and just coming back (hopefully).
Firstly,
Being able to set what unit level is produced.
When you're low on resources and being rapidly attacked you want to be able to produce cheap units fast, so if you have levelled up say, all your tanks to lv5, then you can't produce them, because you don't have the time or resources to, therefore you can't use tanks at all.
If there was a button next to all units, where we could pick which research level of the unit was produced would be ideal.
Secondly,
Disband/Dissolving existing Units
Similar to real-life post-1945, if your economy is in shambles, and you aren't in need of as many troops, you could take the risk of trading in unnecessary units for 50% of the resources used to produce them.
The only issue might be people "militia-spamming" all kinds of units, so maybe there should be some kind of penalty.
Please post feedback.
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Number one, often proposed, has some good elements but is only necessary if you have researched everything, which shouldn't have been done
Number two might be a good idea but we never need to do that
I support both of these suggestions, regardless of how often I would actually use them.
This poll is missing the "neither" option.
The second only makes sense and I see no reason not to add it at all, while the first is doable if balanced, which shouldnโt be too hard to find out. It just needs to made that if you upgrade those units itโs the same cost (or higher since you have the advantage of being able to move the unit before upgrading) as building them in the first place.
The current Upgrading costs for units are the costs of the research of the unit's most advanced type that has been researched, divided by 2.Carking the 6th wrote:
The second only makes sense and I see no reason not to add it at all, while the first is doable if balanced, which shouldnโt be too hard to find out. It just needs to made that if you upgrade those units itโs the same cost (or higher since you have the advantage of being able to move the unit before upgrading) as building them in the first place.
How does this affect my point though? But thanks for that information, I always wondered the system they used for that!Brando Dilla wrote:
The current Upgrading costs for units are the costs of the research of the unit's most advanced type that has been researched, divided by 2.Carking the 6th wrote:
The second only makes sense and I see no reason not to add it at all, while the first is doable if balanced, which shouldnโt be too hard to find out. It just needs to made that if you upgrade those units itโs the same cost (or higher since you have the advantage of being able to move the unit before upgrading) as building them in the first place.
yw
Another point is possibly combining 2 weaker units (of the same unit, same level) to make 1 normal unit, e.g. if I have 6 infantry, all with 5hp health, I would prefer to combine them into 1, full health regiment
What is combining it had a little more health than total? I guess you just donโt add one of the units and have a little less than full?Zaktty wrote:
Another point is possibly combining 2 weaker units (of the same unit, same level) to make 1 normal unit, e.g. if I have 6 infantry, all with 5hp health, I would prefer to combine them into 1, full health regiment
Actually this was the default in version 1.0 of the game; it happened automatically. I still think it was a better system than the current one where you end up with all kind of badly mauled units which don't really have a use anymore.Zaktty wrote:
Another point is possibly combining 2 weaker units (of the same unit, same level) to make 1 normal unit, e.g. if I have 6 infantry, all with 5hp health, I would prefer to combine them into 1, full health regiment
The new system does wonders for K/Ds though 
I wouldn't want it to go back to being the default mechanic but I don't think I'd mind it being optional
Agreedjubjub bird wrote:
The new system does wonders for K/Ds though![]()
I wouldn't want it to go back to being the default mechanic but I don't think I'd mind it being optional
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds though
My K/D will forever remain around 2/1 in my favor and I have accepted it.K.Rokossovski wrote:
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds though
I hate it when multiple experience players gang up on you Day 1. Worst part is it decreases my unit K/DCarking the 6th wrote:
My K/D will forever remain around 2/1 in my favor and I have accepted it.K.Rokossovski wrote:
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds though
Had some of those a few months ago and look at my poor K/D lol
These days if I canโt trust experienced players the only thing I can do is either be much stronger than them or kill them. I no longer can place blind trustโฆ those traitors!Brando Dilla wrote:
I hate it when multiple experience players gang up on you Day 1. Worst part is it decreases my unit K/DCarking the 6th wrote:
My K/D will forever remain around 2/1 in my favor and I have accepted it.K.Rokossovski wrote:
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds thoughHad some of those a few months ago and look at my poor K/D lol
Especially if you can't micromanage.Carking the 6th wrote:
These days if I canโt trust experienced players the only thing I can do is either be much stronger than them or kill them. I no longer can place blind trustโฆ those traitors!Brando Dilla wrote:
I hate it when multiple experience players gang up on you Day 1. Worst part is it decreases my unit K/DHad some of those a few months ago and look at my poor K/D lolCarking the 6th wrote:
My K/D will forever remain around 2/1 in my favor and I have accepted it.K.Rokossovski wrote:
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds though
I canโt micromanage.Brando Dilla wrote:
Especially if you can't micromanage.Carking the 6th wrote:
These days if I canโt trust experienced players the only thing I can do is either be much stronger than them or kill them. I no longer can place blind trustโฆ those traitors!Brando Dilla wrote:
I hate it when multiple experience players gang up on you Day 1. Worst part is it decreases my unit K/DHad some of those a few months ago and look at my poor K/D lolCarking the 6th wrote:
My K/D will forever remain around 2/1 in my favor and I have accepted it.K.Rokossovski wrote:
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds though
Airforce No GoodieCarking the 6th wrote:
I canโt micromanage.Brando Dilla wrote:
Especially if you can't micromanage.Carking the 6th wrote:
These days if I canโt trust experienced players the only thing I can do is either be much stronger than them or kill them. I no longer can place blind trustโฆ those traitors!Brando Dilla wrote:
I hate it when multiple experience players gang up on you Day 1. Worst part is it decreases my unit K/DHad some of those a few months ago and look at my poor K/D lolCarking the 6th wrote:
My K/D will forever remain around 2/1 in my favor and I have accepted it.K.Rokossovski wrote:
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds though
But nuclear bombs? HehBrando Dilla wrote:
Airforce No GoodieCarking the 6th wrote:
I canโt micromanage.Brando Dilla wrote:
Especially if you can't micromanage.Carking the 6th wrote:
These days if I canโt trust experienced players the only thing I can do is either be much stronger than them or kill them. I no longer can place blind trustโฆ those traitors!Brando Dilla wrote:
I hate it when multiple experience players gang up on you Day 1. Worst part is it decreases my unit K/DHad some of those a few months ago and look at my poor K/D lolCarking the 6th wrote:
My K/D will forever remain around 2/1 in my favor and I have accepted it.K.Rokossovski wrote:
Absolutely. In the old system, 1.6-1.7 was pretty good. No matter how long ago 1.5 already has been introduced, I still didn't manage to get it over 2.1 due to the huge weight of years of "old games" still involved in mine.jubjub bird wrote:
The new system does wonders for K/Ds though

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