Re: UnitGen - Random nations with procedural sprites!
It doesn't generate the same mod based on names, but doesn't matter, I know how pricing and militia etc work in principle.
In terms of mage prices MA Abysian warlock has 3 blood, 2 astral and one random pick, costing 270g. In UnitGen the exact same would be 300g, 290g if it's a human. Sure, MA Warlock is cap only, but I found no correlation between being cap only and price so it isn't affected. If you think some mage is too cheap or too expensive do list race, exact magic picks and price and I'll take a look. Also remember that mage prices can ramp up due to special abilities like forge bonus, shape changes etc, though for mages rather few abilities affect price.
How militia amounts (and start army amounts, except they get a bonus multiplier) work is that base amount is 10 units per 10 pd. To this resource modifier and gold modifier are added. They are like this:
resource modifier = 22.5 - 1.25 * rescost - 10
gold modifier = 26.666 - 1.666 * goldcost - 10
Resource costs are calculated with size 2 resources (ie those listed in databases etc), so hoburgs should cost extra resources compared to actual cost.
Basically hoburgs being 8g by default they get 3 extra units from being so cheap, but they need to cost only 13 resources to be brought back to 10 per 10 pd. Of course there might be something wrong in the calculations, but I doubt they swarm that much compared to general levels of PD in UnitGen.
Sure, they have prot 17 and can swarm like no tomorrow, but 6 hp is a very serious weakness too.
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