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Old March 3rd, 2004, 02:02 AM
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Default Re: Proposed Modding Cost Guidelines

I'll summarise this, and repost the guide with the changes. For now, I am going to keep the guide in text, as it makes it easier to edit, append, etc. When it comes time, I will PDF it for Version 1.0.

I also plan to have a couple of running examples that can be used for each of these. As in "If we make the Steel Brigade units amphibians, this will add Xgold, Yresources...."

All right, what about movement? I think strategic movement is !very! important. Getting your units where the need to go can make the difference between a stalled front and a major victory; or conversely, a staunch defence or a massacre on the homefront as your inner provinces get gutte. I am thinking:

1mv militia, hv infantry
2mv lt infantry, hv cavalry
3mv light cavalry
4mv elite light cavalry
5mv flying units

For every 1mv above the regular for the unit in question, you add 5gp.

E.g. The elite light cavalry units have 4mv, and cost 10gold/unit more (just for movement) than light infantry at 2mv.
E.g. Heavy Infantry normally have 1mv, but elite HV Infantry might have 2mv and cost 5gp/unit more.
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