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Thread: Escalating cost for units

  1. #1

    Escalating cost for units

    Is it possible to create a unit that costs more production points each time one is built? If so, any recommendations for how to bring this about?

    I suspect the mechanism would be something like the cost calculations for some national wonders, except this is for units not buildings/wonders and more than 1 will be allowed.

    For example, let's say a want to add a new Super Hero unit. Initial production cost is 50. Next unit costs 55. Then next costs 60. etc. If two cities are both building the new unit, cost is 50 each until one finishes first --- where the cost of the 2nd jumps to the next cost level.

    There might be other, more interesting ways to do this. For example, costs is 50 + 5*NumOfExistingUnits. Or cost is 50 + 5*NumOfUnitsEverProduced.

    Yes another variant would tie the cost to the each city. City1 now has a cost of 70 for the Super Hero unit, but City2 still has just 50 since it has never produced a Super Hero unit before.

  2. #2
    Join Date
    Apr 2012
    Posts
    28
    NIGHTS does this for I believe existing units. If that unit dies, the cost goes back down.

    I'd take a look at their code or ask the developers.

  3. #3
    NIGHTS does do this, and in a very broken way, especially when it comes to UU's and modern era units when there's less variety to actually choose from even if you wanted to.

    The mod's development thread on CFC forums has several players (myself included) lamenting the mechanic... sounds fine in theory, but in practice it's almost enough to break the game's balance and playability. Be careful what you wish for...

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