Unit Cost (Advanced)

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The basic cost formula, to which there are several modifiers, is:

Cost = Weapon × (Armor + Speed) × 10 ÷ (2 ^ (Reactor + 1))

  • Weapon value never less than half armor value
  • Cost is halved for units with speed of one
  • 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 one
  • Cost +10 minerals if land unit’s weapon, armor, speed all greater than one
  • Minimum cost (Reactor × 2 - Reactor ÷ 2) × 10 unless all values are one

Cost formula as discovered by Yutzi

Discussed in this topic.

http://alphacentauri2.info/index.php?topic=3038.msg18823#msg18823

Bold are correction from the post above uncovered later in the thread.


Ok, the actual formula (which someone else can take care of posting to the wiki), if I read things right:

Except where otherwise noted, all fractions are rounded toward 0 (down if positive, up if negative). Major divergences from the datalinks formula are italicized.

  1. Find the cost of the unit's armor. If it is a sea unit, divide by 2; if it is an air unit with armor cost more than 1, multiply by twice its reactor value.
  2. Take the new armor cost, halve it, and add 1. If the weapon costs less than this, use this instead of weapon cost.
  3. Find the cost of the unit's chassis. If it is a sea unit, add the unit's reactor; if it is an air unit add twice the unit's reactor (which, without mods, brings it up to its speed).
  4. Using these modified values, calculate WeaponX(Armor+Speed)/2^(Reactor+1), rounding normally (less than .5 rounds down; more or equal than .5 rounds up)
  5. If the (modified) chassis cost is 1, divide by 2 and add 1.
  6. If the unmodified weapon and armor cost are both more than 1, add 1. If it is a land unit and the chassis cost is also more than 1, add another 1.
  7. If it is a sea unit which is not an probe team, divide by two, rounding up rounding normally (less than .5 rounds down; more or equal than .5 rounds up).
  8. If it is an air unit, divide the result by 4 if it is a combat unit, or 2 for a noncombat unit.
  9. However, unless the (modified) weapon cost, armor cost, chassis cost, and reactor are all 1, there is a minimum of ReactorX2-(Reactor/2)
  10. Now add 25% for each point of ability cost, rounding normally. This is the unit cost in rows.
  11. Planet buster missiles ignore all of the above calculations; their cost in rows is simply the weapon cost.