Just voting for a YES to some kind of upgrade system. I almost feel bad when the time comes for a beloved old unit to be downgraded from "meat shield" to a "speed bump" to gloriously slow down the enemy while my sovereign throws spells.
I also agree with some kind of upgrade system, but I would like it to be something of value. In the civ series, the player spends money and a turn to change a old unit to a new unit, with the benefit of the unit keeping his experience and bonuses. The problem with this kind of upgrade system in Elemental is that the only bonus a unit got from leveling was some extra hp, and even so, an old unit in Elemental even with upgraded weaponry would have no chance against 12 troop units later on in the game.
What Elemental needs is an upgrade scheme which feels more like rpg leveling. So the idea would kind of be as follows:
- You start the game and recruit a single club guy. No Armor, limited health, and a club between him and his foes.
- This dude starts to fight and win, gaining levels. Each level this dude not only gains hp, but would also gain stat points based on his equipment. So in the case of our club guy, he might get some strength and a small amount of dexterity. As his skills increase, this guy also gets access to special abilities which are based on his stats. So maybe, now our club dude at level 2 can now use a club smash, and then at level 5, he gets a disorienting strike, etc.
- Now, our club guy has fought several battles, and has hit a milestone level, perhaps every 2 or 3 levels. At the milestone level, the unit would get not only his stat bonus, but can now choose one of a few items. For instance, he could get the next tier armor, the next tier weapon ( so now his club becomes a mace), an additional troop for his unit, a magic item, or an additional stat increase.
- As the game progresses, our club guy with no armor slowly morphs into a 12 unit lord hammer dude with great stats and a host of interesting abilities, due simply to players grooming this unit towards one strategy or another.
This entire idea would give allow players to hone their troops while still researching and producing better and better new troops, without simply taking the unit and magically making them better because their economy was simply churning out resources to make them better. So players who turtle and only have units defend while blasting through the tech tree would eventually be capable of building awesome veteran troops, while players who build troops and rotate in new troops to fight monster or go on quests with their champions would be rewarded for these RPG efforts with strong well trained troops as well.