I agree. I think giving the choice of whether to update or not might be too much for the system but I'm no programmer. It would be neat but then we wouldn't be playing the same game and it would make asking for help and giving advice trickier. By flexibility, I mean more options and more ability to choose rather than all of us having to go through the same technologies whether they help us or not. I really don't like having to spend KPs (which equate to valuable time) researching stuff for unboosted goods and those small cultural items in the first half of a chapter which give you only one to two non-diamond cultural buildings (I particularly resent it when it allows me to build only one non-diamond building. I don't mind that they have diamond buildings because they do have to earn money but I need better cultural buildings at lower levels in a chapter).
But that might be seen as off topic. With regard to this specific release, there's none of what I would consider a significant difference between the stats of the old and new troops. I must say they did a good job of balancing a unit -- lower HP if the unit deals higher damage due to a special ability and the like. Okay, 10% more can be significant especially if you're dealing with hundreds or thousands of units but it's a headache for me because I have to familiarize myself with so many new different opponents and stats now. So, yes, there is a significant difference but it's also a significant headache and effort for me.
I've checked the stats of the new units that are available on my map and compared them to the previous ones and they're all weaker in terms of base attack and hp but stronger in terms of special abilities. That's in my favor for now but, if I had to use those new units, I would be disappointed due to spending time, KP, space, and resources for such weak stats -- essentially a sorceress with some shuffling around of points from attack and hp to special ability. They could be more useful against certain troops but I think what's needed more is a true and *good* revision of the battle *system*, not just adding new units.
What I would really like to see is more flexibility in our options of how to arrange our army in terms of both numbers and starting position on the battlefield, choosing which units of the same initiative order go first (because you often lose a unit's turn due to a pesky obstacle in front of it and fellow units beside it), etc.
For now, I've decided to be very selective about choosing my fights since I suffer heavier losses than before the new system. The increased training speed of the barracks doesn't make up for it at all, not by a long shot. Where 100 squads before could see me through at least 24 provinces with careful strategizing, they are not enough for less than half of 24. I'll definitely have to negotiate much more than I did before (I've negotiated only 3 encounters ever since I started fighting and those were because of the horrid cannoneers in horrible terrain where they kill you before you're even halfway through walking from one end to the other). I don't produce enough troops for all the encounters on my map and my impatience and boredom sometimes get the better of me. Aside from that, I need 10 more provinces for the Dwarves chapter and I don't want to fight all the time while waiting for the last techs in Chapter 5 to complete because it takes me more time to fight now and fighting all the time is exhausting. I never got tired of fighting in other games but I definitely get sick of it here.
I would also like to say that whoever programmed the enemy's movement is amazing. I have never been this impressed by anyone's or anything's movement before and would like to meet whoever did it to pick his/her brain. I'm learning a lot from seeing how the AI moves its units. I would have actually recommended this game to my friends and former players for that alone (not anymore since they will howl at the number and power of the troops stacked against them).
However, I want to point out that the AI doesn't get tired and doesn't get mistakes *but we do*. We're outnumbered, outgunned, AND outmaneuvered most or all of the time and the taste of defeat is bitter indeed. Even winning with heavy losses doesn't feel like much of a win especially if the reward is so small. You spend days or weeks building up your forces or goods to solve a few encounters or provinces in exchange for a pittance of land. One of my fave voice-overs in Age of Empires that I used to scare other players is: "You played for 3 hours just to die like this?" How I wish it were only 3 hours. All the time we spend on this game acquiring even just one province is sucked up by the black hole problem of space.
While the new battle system may be what the devs think as more balanced, I find it to be more nonsensical. Whoever heard of light range dealing lots of damage to heavy melee? I still cannot wrap my brain around the idea of an archer's arrow penetrating a knight's armor or treant's barkskin. I really can't find it in me to blame or criticize people who chose a certain unit to pit against a particular foe because their choices were logical in the real world and in other games.