Here'e a first round of estimated growth for techs vs. units.
To get these numbers I assumed that on average techs take 6 turns to acquire in the Ancient Age, 5 turns in the Medieval Age, and 4 turns thereafter. I know it takes longer in the Ancient Age, but you can also trade or conquest and acquire techs faster in that age than in the others, so I feel it's a reasonable assumption. In any case, the absolute results aren't important, what matters is how units compare to techs...
The % growth plot shows the constant % growth per turn required to keep up the tech progression as described above. Since these growth rates are referred all the way back to the first turn, a very small change in % per turn can create a very large final difference. (for those who remember, I used a sliding scale to get more of a "short term" growth when I first posted these results, I changed because I don't care about determining an accurate overall number anymore, instead I just want to compare tech vs. unit costs in this plot).
The unit costs are based on the most expensive land unit available (thanks to research) at any given time. They are 8* shield cost before Economics, and 4* shield cost after economics.
We have to consider that as the size of the empire grows, more units are required to be effective. This is not reflected in the plot because it is a very subjective factor. Remember, though, that Railroads and higher movement rates allow a small force to be concentrated very quickly and therefore be more effective than a large force in Ancient Times.
The result is that tech costs (and presumably overall trade income) grow at nearly twice the rate of unit costs. If you normalize the plots so that 1 tech = 1 unit at the beginning of the game, then 1 tech = 20 units at the end of the game.
How many ever archers it takes to be effective in the early Ancient Age, I would argue that it absolutely does not take 20 times as many Modern Armor to be effective in the Modern Age. In other words, the military benefit that can be derived by directing your economy to buy units is far greater at the end of the game than it is in the beginning.
Why do we care? Well the most obvious result is that in order to have a powerful army near the end of the game (and therefore ensure victory), one should concentrate on growing their economic base and keeping up with the tech curve. If you mobilize for war and can't keep up with 4 turn techs, then you won't be able to produce as big of an army as the "peaceful" civs can buy... very counter-intuitive.
More analysis later, I want to get the plot posted and make sure it worked...
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I'm not giving in to security, under pressure
I'm not missing out on the promise of adventure
I'm not giving up on implausible dreams
Experience to extremes" -RUSH 'The Enemy Within'
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