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October 30th, 2006, 10:39 AM
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Lieutenant General
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Unit pricing guidelines?
Hey, I remember there were some guidelines on pricing modded units, but I forgot what they were...say, how much a commander who can lead 80 units who has a Standard and above average stats should cost? And so on.
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October 30th, 2006, 10:53 AM
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National Security Advisor
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Re: Unit pricing guidelines?
There were two such guidelines I can remember. One was Illwinter's, and other came from analyzing mages. Both are out-dated, as commander price guidelines don't work with Dom3 economy.
Code:
Soldier cost
Type Att/def Mrl Gold
Militia 8 8 7
Regular 10 10 10
Elites 11 11-13 13-15
Special Elites 11-13 12-15 15-25
Sacred units generally costs 50% more.
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October 30th, 2006, 11:05 AM
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Lieutenant General
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Re: Unit pricing guidelines?
Ah, I see then.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 30th, 2006, 12:48 PM
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Major General
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Re: Unit pricing guidelines?
Quote:
Endoperez said:
Sacred units generally costs 50% more.
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Actually, sacred units cost 50-75% more, most of them quite close to 67% ...
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... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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October 30th, 2006, 01:15 PM
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National Security Advisor
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Re: Unit pricing guidelines?
That's a guideline. And unit prices might've changed as well. That's a direct quote. Of course, in the original, tables worked.
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October 30th, 2006, 01:39 PM
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Lieutenant General
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Re: Unit pricing guidelines?
Can I request some pricing help here then?
Battle-Mage 1:
2 Holy
1 Astral
2 Linked randoms, Fire Air Earth Water
Gifts potential. Astral Fire potential (I think...?). Lightning bolt shooter. Mind Duel vulnerability.
Mage 1:
1 Holy
1 Astral
1 random, Fire Air Earth Water
A wee low level mage.
Mage 2:
2 Holy
2 Astral
1 Air
1 Random, Fire Air Earth Water
This one can be used in a combat with reasonable effect.
Arhcmage:
3 Holy
3 Astral
1 Air
1 Fire
2 linked randoms, Fire Air Earth Water
He is Bigger than You, Holier than You, better Mage than You. Capital only too.
All these are for early era.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 30th, 2006, 02:22 PM
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National Security Advisor
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Re: Unit pricing guidelines?
EA Pythium?
I'm not good at balancing, though, so I'll pass.
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October 30th, 2006, 04:14 PM
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Second Lieutenant
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Re: Unit pricing guidelines?
Battle-Mage 1:
Base commander cost: 30
Holy-2: 60
Astral-1: 30
Linked randoms-2: 60
Total: 180
It's better mage-priest than the Witch Hunter, although not as good as the (exceptionally good value) Theurg. 180 might be a bit high, particularly if the nation has a magical focus. Linked randoms are very good though.
Wee low level mage:
Base commander cost: 30
Holy-1: 20
Astral-1: 30
Random-1: 30
Total: 110
The mage is essentially identical to the Master of the Way, who costs 100 gold, although I could've sworn he used to be 110.
Arch mage:
Base commander cost: 30
Holy-3: 140
Astral-3: 120
Air-1: 30
Fire-1: 30
Linked randoms: 60
Total: 410
30 more than the Grand Theurg, who has the same level of holy magic and same number of magic picks. You could knock off 30 as a capital only bonus. Again, there's a question mark over the cost of the linked randoms.
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