tone, I've been researching the best 1-turn mods to get a feel for their recruitment costs -- obviously this is an important part of achieving the right campaign balance. And of course the ratio of upkeep to recruitment is crucial, i.e. how much it costs to maintain a unit for a turn vs. the cost to recruit it in the first place.
These are the ratios of upkeep to recruitment for some of the best mods:
EB: 0.25 for all units.
SPQR: Ranges from 0.3 to 0.6 (I couldn't detect a pattern as to why maintenance of some units cost more than others)
XGM: 0.5 for all units
VI2: 0.33 for all units
BC: 0.4 to 0.5
The easiest solution would be to simply pick a basic ratio and apply it to all units. XGM and VI2 do this, and both are top-notch mods.
But it occurs to me that it might be possible to use the cost structure to 'nudge' the AI (and even the player) towards more accurate army composition. For example the Cimbri could maintain larger armies if their upkeep was slightly lower than other factions, or the Celts might recruit fewer archers if archer upkeep was higher for Celtic factions, etc.
I know you have it set up so that you can make EDU changes relatively easily, but I'm unclear on how 'granular' the changes could be. Can you change the unit cost structure for a single faction, for example? Or for a specific type of unit, like archers or cavalry? The more targeted the changes you can make, the more we might try to achieve with the unit cost structure.