

In the end I don't think that the lower relative income to unit price is an actual issue, but I believe that these more expensive units makes upgraded T2 stacks "dense" and powerful enough that: 1) fielding 18 upgraded T2 is super expensive and 2) the more efficient unit density of T3 and T4 units in AOW3 just isn't nearly as important as in this game. In Planetfall, energy incomes may reach the multiple hundreds at most (I saw a stream with around 300 energy per turn and 10 cosmite income by turn energy in the bank). In a large game in AOW3 with 6 players, you could get incomes of 1-2K gold a turn or more, and use that gold on massive armies far exceeding 18 units, requiring you to build T3 and T4 units to make stacks more dense and potent. In AOW3, it was possible especially in the late game to field 18 T3-T4 units in a triple doomstack army, but from what I have seen in streams, the economy of the game generally has units being far more expensive compared to the general energy/cosmite income even near the end of the game. So even though a max army stack may be 6 units, in reality a max army size for a single offensive would usually be around 18 units. No matter how this army was attacked, all three armies would engage. In AOW3 and this game, the max stack size is 6, and you can realistically always keep 3 armies together through the hexagon rule if you keep them in a triangle formation on the strategic map. I want to introduce a possible second reason for this: Army sizes and stack density.
#HEROES OF MIGHT AND MAGIC V STACK SIZE MODS#
When looking through both streams and the threads posted in this forum, it became evident that there was a fear of T3/T4 spam that occurred during lategame AOW3 games by the AOW community, which later was found to be somewhat irrelevant, as the introduction of mods actually made the opposite true, with modded T2s being powerful enough to get the job done.
