Ability to produce lower tiered units

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    • Ability to produce lower tiered units

      Having the ability to produce lower-tiered units even after researching better units of that type is a crucial strategic advantage. This is because different unit levels can be used differently depending on level.

      Firstly, producing lower-tiered units allows for greater flexibility in responding to changing situations on the battlefield. For example, while a player may have researched the best and most advanced unit in a particular category, they may find themselves in a situation where they need to quickly produce a large number of units to overwhelm an enemy or defend a critical objective. In such a scenario, being able to produce lower-tiered units can be a lifesaver.

      Secondly, lower-tiered units are cheaper and faster to produce than their advanced counterparts. This means that producing lower-tiered units can be a cost-effective way of building up a large army quickly, especially in the early stages of the game or when resources are limited. Additionally, since these units are faster to produce, they can be used to quickly reinforce existing armies or to harass enemy positions.

      Finally, having the ability to produce lower-tiered units can also be a useful way of keeping the enemy guessing. If an opponent is expecting a player to only produce the most advanced units in a particular category, they may be caught off guard when lower-tiered units are deployed instead. This can create confusion and uncertainty, allowing a player to gain a tactical advantage.

      In conclusion, the ability to produce lower-tiered units even after researching better units of that type is an important strategic advantage. It allows for greater flexibility, cost-effectiveness, and can help keep the enemy guessing. Therefore, it's essential for any commander who wants to achieve victory on the battlefield.
      “You cannot invade the mainland United States. There would be a rifle behind every blade of grass.”

      Japanese Admiral Isoroku Yamamoto

      The post was edited 3 times, last by Blacktorch ().

    • I have thought of this before and concur. The worst I can see is people switching to build only level one units and then upgrading them for cost effectiveness, but I’m not completely sure if it is. Either way armies did use less advanced tech than they had for multiple reasons in real life, and you should be able to too. It just makes sense and adds more to the game.

      CarKing the 6th of the Abrahamic Caliphate
    • Exactly. No one would produce any unit above level two because building an L1 and upgrading it would be more effective in build time. Higher level production buildings wouldn't be needed anymore. Building a lot of units at L1 and THEN performing two or three steps of research and upgrading them is already a viable method for many advanced players; this would even expand on that. The whole upgrade system would need to be overhauled. It isn't feasible.
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.
    • Unnecessary complication.

      It's a game, not a simulation.

      But, I don't want to sound too harsh; it's nice to think of 'improvements' to the game...

      I myself have the idea that maps should be covered in hexagons, to allow for freer movement... which would require an overhaul of the entire game mechanics, I'm sure...
    • K.Rokossovski wrote:

      Exactly. No one would produce any unit above level two because building an L1 and upgrading it would be more effective in build time. Higher level production buildings wouldn't be needed anymore. Building a lot of units at L1 and THEN performing two or three steps of research and upgrading them is already a viable method for many advanced players; this would even expand on that. The whole upgrade system would need to be overhauled. It isn't feasible.
      Now that I that I think about it you’re probably right. It would mess things up TBH. Just make make militia if you need a quick and confusing force. No need to mess up how the game works.

      CarKing the 6th of the Abrahamic Caliphate
    • Kolonnos wrote:



      I myself have the idea that maps should be covered in hexagons, to allow for freer movement... which would require an overhaul of the entire game mechanics, I'm sure...
      That's what conflict of nations is for.
      It wouldn't be Call of War then would it?
      Aeroplanes are interesting toys but of no military value.
      — Marshal Foch

      A pretty mechanical toy [...] the war will never be won by such machines.
      — Lord Kitchener, on tanks
    • Like the idea.

      It could be implemented as a time saving but not as a resource saver..if you offered both there would be no point building better units...just overwhelm with cheap and nasty units.

      Another option is to offer it for 2-3 days after research

      Or after research you need to upgrade your plant too i.e. production specialisation for the factories...its more complex micro management but very realistic. Lets take PZKFW V as an example. Most factories still produced IV until late 44 although Panther was first available in 1943 at Kursk.

      Either way its a great idea with a lot of merit!
    • Yeah that’s the thing, you don’t know what balance issues and bugs it could cause, and that make it not worthwhile to preform. We already have problems with units disappearing at upgrades, who knows what this would do.

      CarKing the 6th of the Abrahamic Caliphate
    • DxC wrote:

      Carking the 6th wrote:

      who knows what this would do
      You could say that about anything. This is just inane commenting for the sake of commenting.
      Ouch. Point is that adding such a complex thing may create many bugs and issues and eventually lead to a quagmire, one that might make adding it too much of a hassle to be considered worth it.

      CarKing the 6th of the Abrahamic Caliphate
    • Carking the 6th wrote:

      Ouch. Point is that adding such a complex thing may create many bugs and issues and eventually lead to a quagmire, one that might make adding it too much of a hassle to be considered worth it.
      That being said, we can already make higher- or lower-level units when we capture other peoples' WIP units, so it should work.
      Aeroplanes are interesting toys but of no military value.
      — Marshal Foch

      A pretty mechanical toy [...] the war will never be won by such machines.
      — Lord Kitchener, on tanks
    • Lord Crayfish wrote:

      Carking the 6th wrote:

      Ouch. Point is that adding such a complex thing may create many bugs and issues and eventually lead to a quagmire, one that might make adding it too much of a hassle to be considered worth it.
      That being said, we can already make higher- or lower-level units when we capture other peoples' WIP units, so it should work.
      Yeah but those are a different doctrine and nation. They just go under your command. In this case switching production to a random level may cause strange events. There are a lot of very strange and crazy bugs in the game so you never know what can happen.

      CarKing the 6th of the Abrahamic Caliphate