Mobile Fortress City—Eldent
[Mecha Workshop: Template Skill. With the help of the Beyond the World template, the mecha under your command can gain mecha Experience Points by defeating enemy forces. They can also be manufactured, designed, and developed directly in the expanded Mecha Workshop within the "Scorching Sun." Combat Vehicles under your command can gain Experience Points and increase their level by killing enemy units— Each level gained awards 3 Free Attribute Points. After level 10, each level awards 6 Free Attribute Points. When a mecha reaches certain specific levels, it can be developed, designed, or exchanged upon returning to the Scorching Sun/Void Garage. Development directly develops a mecha into another brand-new mecha. Its level resets to Lv1, and it is added to the production list. Design allows it to attempt cross-design with other mecha without affecting itself, researching new mecha and adding them to the production list.]
Unlike Super Robot Wars' universal "mecha upgrades," a progression system that directly spent money to strengthen a mecha's stats—
SD Gundam G Generation used a collection-focused progression system centered on gaining experience to level up, designing and developing units, producing them, and continuously unlocking new entries in the catalog.
Even an ordinary Type 61 Tank could gain experience by killing enemies and follow a continuous development route of "Type 61 Tank"—"Guntank"—"Guncannon"—"Gundam."
Wasn't that another kind of Pokemon?
...Or perhaps the Digimon evolution route was more fitting?
The differing Underlying Logic of these two logistical progression systems gave the two games entirely different priorities.
In Super Robot Wars, as long as you had enough cash, you could even fully upgrade the mecha in your hands in the very first chapter and turn it into its strongest form.
SD Gundam, on the other hand, couldn't be brute-forced with money. You had to