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That's not a problem at all – the re-modernization coefficient can be adjusted in DefaultStats by 100%. Then, when upgrading to a more expensive creature, you will pay 100% of the difference, and there is no abuse.
Added 16 minutes ago
Given that opinions on this mod's idea are roughly split, I would do the following: leave the prices for the 1st upgrade of creatures (and the prices for non-upgraded creatures) as they are, and create a "resource-based" price option for the 2nd (alternative) upgrade of creatures (according to the scheme: we add resources to the hiring cost, but the price itself is slightly lower than the original).
I think it could work like that. .... In general, I liked the author's idea.
As a result, in each new game, you can act according to the circumstances: if resources are scarce, buy the 1st version of upgraded creatures; if there is an excess, buy the 2nd version.
However, setting 2 upgrades to different TYPES of resources seems quite interesting; in this case, the player would no longer be able to "escape the problems" by buying troops for gold by choosing the first upgrade, but at the same time, he would still have some choice, where to get out of the situation, it would be enough to correctly prioritize the capture of mines. Unfortunately, this is also not feasible.
Added 12 minutes ago
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The thing is that upgraded creatures have abilities. And this, in turn, provides variety in tactics. This mod cuts down on this variety. The idea itself is not bad, but it still needs a lot of work.