Are some units, despite being balanced early game, far more effective than others in a pop-cap situation?
If yes: which is more work for the balance team?
1: rebalancing 10s of units around the pop-cap performance without disturbing early game balance
-or-
2: changing 1 arbitrary value
Lots. And Penals and Osttruppen are hard to rebuild and inefficient in the late game, while e.g. Conscripts being decently rebuildable despite having lower cost/pop. IS have weaknesses early and are one of the best infantry units late game. 5 men upgrade is a big plus despite lowering cost/pop, same goes for the VSL meta we are still having. All this should not be the case in your theory, yet I do not see players actively not bolstering because they achieve higher cost/pop.
But all do. Because what they achieve is higher DPS/pop and higher survivability/pop with their squads, which is what matters way more than purchase costs.
Relic and balance team have consistently chosen option1, do you really think they are all stupid and don't see the easy option?
The SOV clown car has the exact same health. 2x WC-51s dominated USF meta for months. 222 is an OST staple. Bren carrier has been a staple of UKF for awhile though currently there isn't much reason for one over super sections.
Kubels are the only ultra-lights that don't see much play not because they don't have high value individually, but because kubels tie up a 340 manpower worker/mainline.
Exactly. M3 and WC are decent/meta because you can load a bursting unit into them, UC is decent due to good upgrades. And none of them get build in the late game despite having an abnormously high resource density. Why? They should make a perfect addition to the late game army due to this if what you say were true.
(And off note: Sturms are 300 MP)
So you want me to write a 1,000 page book on every unit in the game before commenting on anything? I have a sneaking suspicion you wouldn't want to read it.
I think the purchase cost, after 5 years of balancing, is a decent summation of the relative value of a unit's DPS and health stats, and though they may not be perfectly accurate, are a good tool for high level discussion compared to the alternative situation wherein I write a 1,000 page book.
I cannot think of a single unit that consistently beats a more expensive unit in it's same class role. Semi-elite infantry beat mainline infantry, elite infantry beats semi-elite. Mediums beat lights. Heavies beat mediums etc. etc.
The only equalizer for cheap units is numbers, which works great for the first 30 minutes of the game until it becomes impossible to outnumber your opponent.
Nope, I want you explain how your claim can hold up if there are so many contrary examples.
Your approach neglects strength in different phases of the game. If Osttruppen are too efficient early and bad late game, no amount of interfering with pop and purchase cost will change that. Yes, better units are more expensive, but the purchase cost is not good enough to describe the quality alone.
Your approach only makes sense if we assume we had perfect balance AND everything is balanced to purchase costs (something you still have not shown, you've just said that stronger units are more expensive, therefore your metric is accurate), which we don't have.
Imagine Grens being actually UP to Conscripts, despite having the same "cost density". How would your approach guide to the right direction? Decreasing cost? This would lead to a worse metric for them and actually make Grens less desirable according to the metric, despite being one way to solve it. Increasing cost? Would improve the metric but make them even weaker. Lower pop? Could be the right choice, but what if they are only 5-10% weaker but decreasing the population from 7 to 6 results in a ~15% change? Can't match that. Nevertheless, it would make them appear better than Conscripts despite them being now equal.
How do we deal with them making decent damage, but just dying too quickly? Just lowering the population will create issues since a spam of them could potentially delete other squads quickly due to insanely high DPS that you can field. It might still be a balanced, but not a fun game.
Again, all this neglects faction features, vet and multiple other things I mentioned.
Looking at stats like damage and health however allows you to identify the issues.
T-70 is built in 99% of SOV games, and the entire faction revolves around it's effectiveness so I'm not sure why you think this is some sort of gotcha. I've seen 100s of games where someone replaces a destroyed t-70 for every 1 game someone replaces a 222.
You did not answer the question:
Why is it not built in the late game anymore? Why do Soviets use their T4 units when their most cost-dense units are actually in T3 and should be therefore - your claim - much more desirable?
And before you resort to claiming I was cherry picking: This is actually the case for most units: Luchs and Puma cost more per pop than a KT (~46% favor for them in MP and only 22% favor for KT in fuel). And literally ALL artillery vehicles have a horrible cost/pop ratio. Yet if you do not build them you have already lost the match in 2v2 upwards.
Do you think an 8-10 population Katyusha/PWerfer/Stuka would be better balanced than the current one? Or that those need cost reduction?
Because that is what your metric is suggesting.
We simply do not have perfect balance, and not all units are priced to their vet0 late game potential, since this would screw up early game balance. Balancing is difficult, and if you're not willing to make a decent comparison ("write 1000 pages") that is totally fine. But you should accept that your easy short cut comes with severe drawbacks regarding the conclusions you get.
This pressure mindset sounds great until you hit a base entrance mine chasing low health squads, or get ambush snared in front of two AT guns.
Which meant you got outplayed. If your Panther drives on a base entrance mine in front of two ATGs, nothing is gonna save that either.