Since we periodically release new units, sometimes units may have and do the same role than others that already have been released with some small or drastic stat/cosmetical changes between them, and also we are always with new cool unit ideas that sometimes are the same than an existing one, in order to catalog things to avoid mess in the future and allow a wider range of content without break the balance, I suggest making a rank system in the units (i like to call it "Tier"), based on the overall of stats/efficiency they have in game, this will work as Reference for old and new units and structures... It will not change any current stats of the units. This is how it should be like.
Tier level equal Unit/Tech Development and the current AGE/ERA (that i put between brackets).
*The civilization Age is just representative, for a better understanding of the context of power for the units.*
Dark age on tier 01, Feudal age on tier 04, Castle age on tier 08, Imperial age on tier 11.
Tier 01 = Peasant units (Dark Age), Tier 02 = Basic units , Tier 03 = Trained units, Tier 04 = Experienced units (Feudal Age), Tier 05 = Veteran units, Tier 06 = Expert units, Tier 07 = Mercenary units, Tier 08 = Elite units (Castle Age), Tier 09 = Siege units, Tier 10 = Legendary units, Tier 11 = Hero units (Imperial Age), Tier 12 = Champions (like the King Unit and the great wyvern), Tier 13 = Historical Leaders (units like Alexander the great, Frederico Barbarossa, Willian Wallace, Napoleon... And the Wonder Building), and Tier 99 = Special units, (like T-fighter, peashooter, and other campaign units...).
-Example 01: The "Swordman", "archer", "skirmisher", "spearman"... They are basic combat units, they will be classified as Tier 2, when they do receive the second upgrade, they will be considered "Tier 3", when they do receive the 3rd upgrade, they will be considered as "Tier 4" units. Basically every time you do envolve an unit, it ranks a tier...
-Example 02: Towers: The Watch Tower can be considered as tier 1, guard tower as rank 3, fortress as rank 5, bombard tower as 8 or 9? (Still figuring out where to fit the gunpowder based units) and castle as tier 8 building...
-Example 03: Calvary: Starting with scout horseman on Tier 3, the Chariot knights on T4, knight on T4, Archer horseman on T5 , Mongol horseman and knight templar on T6 , elephant archer, elephant and Centurion on T8 And so on with the other cavalries...
Following this idea, the "Tier Ranks" will be added as a new option or could be added to "allow upgrades" when starting a map (as "Enable Tech" up to tier 1 or up to tier 2, 3 and so on up until "All Upgrades"), so people could make "limited" tech games based on how much tech they have unlocked so far for even fair games between Veterans and Newcomers!
Notes* (up to edits by Staff members)
-Anything in this post can be changed anytime depending on the progress of things...
-The Tier feature will not change any previous stat of any unit, it will only allow a better way to catalog the things...
-Tier 01 "Dark age", consists only by peasant units, without military units and buildings, made by units such as workers, transports and scouts. (the basic scouts, Horseman scouts should be tier 3 or higher) and simple buildings such as palisades, watchtowers and wood bridges.
-Tier ranks will also be showed on unit/stucture description for a faster and an improved average view.
-Blacksmiths/Tech Centers upgrades will not affect the Tier rankings, since it will be based on the RAW stats of each unit.
-In game researchable techs will might be also cataloged and receive the Tier ranks.
-Each version of the game will have its own tier line based on the mechanics of each universe.
-Newer unit ideas MUST have the "Referencial Tier" for balancing purposes when posted...
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-Daniel is the DEV! His Word will be Final!
Thanks for read it and if you have anything to add or ask about it, just put there!... And sorry if I wrote anything wrong... I don't use these forums in a while.