Considering that troop rebalancing is comming, I would like to suggest an idea to give players a bit more space for strategy and choice.
After player will fully upgrade one troop (6 weapon, 6 shield/armor and 6 bag). Upgrades number 7 will be unlocked.
The idea behind it is that player can choose only one upgrade number 7 depending on what he plans to use this troops the most for.
Here are some examples:
Watchmen. This troop right now is used mostly for orking to soak damage and minimalize expenses. (Not sure if it will change with arrival of clerics ).
Upgrade 7 for shield: increases resistance to ranged attack by 20% and reduce healing time by 20%. (it is mostly for those who want to hunt high lv orc camps for resources and exp with under 5 minutes heal time).
Upgrade 7 for armor: increases hp by 10 and reduce healing cost by 25% (Watchmen is a very cheap troop to heal, so those who want to minimalize resources lose even futher or use watchmen as distraction will pick up this upgrade.
Weapon and bag upgrade 7 on watchmen seem unnecesery since no one use those troops for stealing or fighting.
Spearmen: This troops is mostly used to hurt cavalery.It is too weak to win most battles, but cheap enough to make up for it.
Upgrade for weapon: Increases damage against cavalery by 20% and speed by 5. (Spearmen are often send against shrines, tiles and castle gates under 5 minutes heal time to wound cavalery. Those who want to hurt cavalery will pick up this upgrade.
Upgrade for shield: resistance from cavalery attack increased by 1.4, resistance from range attack increased by 1.1 (Spearmen are very durable against cavalery, yet still way weaker than Bloody Cross. Those who want to use spearmen as cover for trolls or brutes will pick up this upgrade)
Armor upgrade: +15 hp, healing cost decreased by 30%. (Spearmen is a very cheap troop, which is why it is used against cavalery to wound it. Those who want to make spearmen even more cost efficient will pick up this upgrade).
Bag upgrade seem unnecesery.
Longbow/Man at arm: Those troops are way cheaper and heal faster than Bloody Cross and Matryrs, yet too weak to replace them. They are used mostly to weaken enemy or to reduce losses when guarding a shrine.
Weapon upgrade: increases Long Bow damage against infiltry by 25%. Increases Man at arm damage against cavalery by 25% (those who want to make those troops more effective against their main target will pick up this upgrade).
Armor upgrade: +50 hp, reduces healing time by 10% and resources cost by 20% (Those who want to sacrifice these troops to weaken the opponent or leave them to guard shrine for minimal cost will pick up this upgrade).
Shield upgrade for Man at Arm: +120 hp, increases resistance against range attacks by 20%. ( archer decoy, 4 basilic and man at arm is a popular combination when attacking keeps or enemy that use mix between cavalery and infiltry. Those who wish to protect their monsters with man at arm on Trellan or Anomadis will pick up this upgrade).
Bag upgrade is unnecesery.
Trinity Knights have good stats and can steal a lot, but have lots of weaknesses.
Weapon upgrade 7: + 50% damage against range, - 20% damage against infiltry and cavalery. (TK is good against range, yet most prefer to use lances against range, this speciality will help TK surpass lances against range units).
Bag upgrade: Increases carrying capability by 30% (make TK purely for tiles and stealing).
Shield upgrade: Increases resistances against range attacks by 20% and against infiltry by 30% (this upgrade cover weaknesses that TK have).
Armor upgrade: +100 hp, healing cost reduced by 25%. (TK is expensive, this upgrade make them cheaper).
Now short examples:
Lances (full lances talon is the strongest but also most expensive unit in the game, mostly because food is almost as valiuable as silver ). Upgrades increases damage or reduce ammount of food necesery for healing or reduces healing time when used on keep or district.
Brutes (they are used similary to spearmen to hurt targets on shrines and gates, but since they need lots of food, they are mose expensive). Upgrades would massively increase damage against infiltry or increase bag size for stealing.
Basilic ( mostly used for attack against keeps, often teamed up with man at arm for cover). Upgrades would increase attack against infiltry or slightly increase hp and reduce healing time.
Griffons (mostly used against orcs for for fast strikes). Upgrades would massively increase attack at cost of speed, or reduce healing cost and healing time.
Trolls: (mostly used for defense on keeps or against cavalery, very strong but fragile and expensive). Upgrades would massively increase attack at cost of health (good for damage and against walls) or decrease healing time and cost.
Monster hunters: (they have just one upgrade, so simply damage increase against monsters)
This idea would also help to improve units that are nevery used like:
Archers and hobilars are mostly used as decoy, so healing time and cost reduction can be helpful. Swordman is good early on, just like crossbow and kemetas, but they are useless later on. Shadow Swords are waaaaaaaay too expensive, so unlike brutes and spearmen, sending them in small numbers against shrines and gates cost too much, massive healing cost reduction would help with that.
Upgrades number 7 can be also restricted to players who reach a certain level, to make them late-game upgrades and make sure they don't make weak units overpowered early on.
Long story short. Upgrade that can be choosed by players can give more variarity to how troops are used and make them less predictable on the battlefield. Since this upgrade involves only one choice, it won't be as troublesome as upgrades in the past. Since those upgrades won't involve just hp/atk increase, but affect damage increase or resistnaceagainst dertain troops, healing time reduction or cost decrease, it would be more creative. Letting players specialize their troops for one role or cover for their troop weakness.
I hope this suggestion will be considered for comming changes.