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Old October 22nd, 2004, 05:35 PM
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Default Re: Unit cost advice - Mod related

Well, updated W&A database, but another couple of questions:

Are the equivalents of base weapons that are made from unusual materials same cost, or +1 res cost to base item (e.g. coral weapons, amber armors)?

Does training possibly increase unit resource cost in some measure? I'm thinking of the Ulmish troops, for example. Oddly enough, some of the resource costs when don't add up based on the info given out above (e.g. hoplites and hoplite commanders have free weapons...).

I'm trying to do at least the common weapons into the W&A DB, and I'm extrapolating resource costs by adding up and subtracting things. Most stuff adds up, but there is the odd 1 or 2 resource deviation (armorers and blacksmiths cutting corners and making shoddier work?

So far Full Plate of Ulm appears to be between 25 and 27, though 26 appears to be the most common end result.

Also, units must cost a base resource of 1 to make the variable mean anything, so should I subtract that one from the total before I start figuring out unknown weeapons, or is the reasoning that [if Rescost == 0, then Rescost++] to eliminate the possibility of unlimited recruitment (as long as money is available, that is).

Edi
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