Why not make all units Groups?
the more and more I think about this, the more i think it would improve the game. right now the initial jump from individuals to grous represents a huge jump in power that makes it an "essential" tech. one of those techs we all go at in a straight line early in the game (like housing and food techs). what's worse is that the AI is awful at building groups even when it has the techs. this will likely persist
switching from a 1/3/6/12 progression to 3/6/9/12 would have many benefits including
- a more epic look and feel
- faster battles with fewer individual units moving on their own
- better distinction between heroes and units
- better base standard of settlement defenders
- smoother progression in unit power through the tech tree
- easier to name units (no more swordsmans)
- bigger armies in the late game
- more plausible why items must be bought for heroes but made for units
i would also suggest 3/5/7/9/11 (or some other progression that always falls short of the absolute limit) because this allows space for heores to join units, which i believe is the only long term solution to players using archers and spells to "snipe" enemy sovereigns and heroes from distance
as for getting the ai to build more groups, i think the easiest solution is to simply remove the pre-requisiste buildings and simply make extend the garrison line of time reducing buildings and increase training times to make them more important. we need a mechanic to stop people building good units in undeveloped settlements but doing this by unit size is a bad way to limit it that just encourages people to spam teleport. limitting with impractical training times is a more subtle and soft mechanic that should likely be easier to code for.
but the main point is that base unit size of 3 (or more) will be more fun. thoughts?