I think you should mostly be stuck with t2-3 troops with a smaller core of elites.
Even if you increased the upkeep costs on high-tier troops by an order of magnitude, it wouldn't actually stop me (or any reasonably knowledgeable player) from running around with a full stack of 150 T5/T6 units.
Yes, the solution to preventing huge stacks of t5/6 troops isn't wages. The solution is to make xp amounts to hit t2/3 relatively low, and then massively increase XP costs for troops for t4+.
<?xml version="1.0" encoding="utf-8"?> <Config> <!-- Note that all configurations apply to ALL parties (AI, Player etc.) Unless specified otherwise --> <!-- Daily Experience --> <!-- XP given per day to each unit for Combat Tips --> <CombatTipsXpAmount>8</CombatTipsXpAmount> <!-- Native value is 15 --> <!-- XP given per day to each unit for Raise The Meek --> <RaiseTheMeekXpAmount>16</RaiseTheMeekXpAmount> <!-- Native value is 30 --> <!-- If true, XP for any ready to upgrade troops is NOT given to the stack (Applies to both Combat and Perks) --> <ScaleByReadyToUpgrade>true</ScaleByReadyToUpgrade> <!-- This being true will encourage upgrading troops --> <!-- Multiplier for amount of troop xp given by training fields, stacks ontop of Drill Master, i.e 4 * 1.2 * 2.0 = 10 per day (gets rounded) --> <GarrisonTrainingXpMultiplier>1.0</GarrisonTrainingXpMultiplier> <!-- Daily Prisoner Recruitment --> <!-- Determines the probability of recruitment by tier range is 0-1 (0%-100%) --> <DailyRecruitmentProbabilitiesByTier>0.15,0.075,0.0375,0.01875,0.009375,0.0046875</DailyRecruitmentProbabilitiesByTier> <!-- Native values are 0.5,0.3,0.2,0.1 --> <!-- Each time you get a 'successful' recruit, the probability is lowered by this amount --> <DailyRecruitmentProbabilitiesByTierDecay>0.00,0.00,0.00,0.000,0.0000,0.00000</DailyRecruitmentProbabilitiesByTierDecay> <!-- Native values are all 1.0 --> <!-- If true, remove any ready to recruit prisoners from the 'stack size' during daily recruitment checks --> <ScaleByReadyToRecruit>true</ScaleByReadyToRecruit> <!-- This will encourage recruiting prisoners as any 'ready to recruit' prisoners will NOT be counted to the stack size --> <!-- Multiplier for the speed bonus that foot troops get with riding horses in party inventory --> <MountedFootmenSpeedMultiplier>1.0</MountedFootmenSpeedMultiplier> <!-- Native value is 1.0. Set to 2.0 for speed equal to cavalry --> <!-- Multiplier for the trade penalty on equipment that the player sells to others. Does not affect trade goods or AI lords --> <PlayerEquipmentTradePenaltyMultiplier>1.0</PlayerEquipmentTradePenaltyMultiplier> <!-- Native value is 1.0. Set to 2.0 for roughly halved equipment selling prices for the player --> <!-- Multiplier for the cost of upgrading troops, for the player only --> <PlayerTroopUpgradeCostMultiplier>5.0</PlayerTroopUpgradeCostMultiplier> <!-- Native value is 1.0. Higher means more expensive troop upgrade costs --> <!-- Multiplier for the cost of troop wages, applies to entire player clan, not to other AIs --> <PlayerTroopWageMultiplier>1.0</PlayerTroopWageMultiplier> <!-- Native value is 1.0. Higher means more expensive troop wage costs for the clan --> </Config>