Unit Cost (Advanced)

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Revision as of 15:04, 4 February 2013 by Ete1337 (Talk | contribs)

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When designing new units, bear in mind that units strong in three areas (weapon, armor, chassis) will be vastly more expensive than units strong in only two areas (or one). The basic cost formula, to which there are several modifiers, is:

Cost = Weapon * (Armor + Speed) * 10 / (2 ^ (Reactor + 1))

  • Weapon value never less than 1/2 Armor value.
  • Non-combat units substitute "Equipment Cost" for Weapon value.
  • Cost is halved for units with Speed 1.
  • Cost is halved for sea units, and Armor is discounted 50%.
  • Cost quartered for combat air units.
  • Armor cost doubled for air units.
  • Cost +25% for each unit of Special Ability cost.
  • Cost +25% if unit has two abilities and the ability it has which appears in alphax.txt first is not free (if the free ability comes second, it will increase price).
  • Cost +10 minerals if both Weapon and Armor greater than 1.
  • Cost +10 minerals if Land unit's Weapon, Armor, Speed all greater than 1.
  • Minimum cost (Reactor*2 - Reactor/2)*10 unless all values are 1.