Page 1 of 1

Upgrade Costs

Posted: Tue Jan 14, 2020 10:17 am
by Flaviusx
Can a unit upgrade multiple techs in one turn if the points are available? Is the upgrade cost charged for each level of tech if so?

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 10:22 am
by MagicMissile
And if I can add a question. Is it clear anywhere how much it costs to upgrade one year tech for one unit?

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 10:22 am
by AlbertN
I thought so initially but I suspect that's not the case after having witnessed some units in game have a 1 advancement per turn. But then again with no control over the sharing of goodies for upgrades and repairs, I do not know if that was an AI decision to just upgrade by 1 tier, or not.

In no situation I can simply prioritize _that_ unit unless I am specifically testing things. But pratically I test stuff as I play!

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 12:04 pm
by AlvaroSousa
1 level a turn.
10% of the value of the unit per year of advancement.

I have looked into Cohen's request to split reinforcements and repairs. Currently it is very difficult to do so for a variety of reasons between game play, game mechanics, and code implementation.


RE: Upgrade Costs

Posted: Tue Jan 14, 2020 12:41 pm
by Flaviusx
To clarify, is this 10% of the base cost? Or does it ramp up based on the unit's present cost? I want to know how much I need to budget for this at any given time.


RE: Upgrade Costs

Posted: Tue Jan 14, 2020 12:57 pm
by FrankGallagher
I probably wouldn't like splitting reinforcements and repairs, it would seem to add a level of complexity that I, just personally, wouldn't want.

However, I'm at sea in figuring out how much to budget for upgrade/reinforcements. There's a number in the build screen (don't remember where atm) that *might* be the guide there? Do I just match that? Or do units reinforce faster the more I allocate to that?

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 1:22 pm
by Flaviusx
I think the game logic here is that it will upgrade first if points are available to do so before adding replacements. With priorities set you can control for all of this, if you know the costs beforehand.

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 4:25 pm
by AlbertN
Yes that is the game logic. Upgrade first and replace after.
The cost of upgrading is the baseline cost +10% per upgrade. But then all the replacements too come upped in cost once upgraded. So it's quite counterintuitive to upgrade first and replace next! BUT as it works for both ends this way it's not a problem.

The issue is that I do not want to spend X time to calculate the precise points I need to upgrade and replace things - I'd rather simply 'Set X production points in replacements / upgrades for the next turn' and then to simply have a phase where I manually upgrade / reinforce my units before I get to move and attack.

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 4:54 pm
by AlvaroSousa
going from 39 to 40 10% of unit. 41 to 42 10% of unit..... 39 to 42 = 30% of unit its 3 levels.

Yes base cost

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 7:30 pm
by battlevonwar
Alvaro what's the replacement amount per turn even with priority on? Seems to be a cap on that no matter how much reinforcements you place in the pool? Not all your units will get reinforcements no matter what?

Also cost to repair is:
Like this... 2 HPs = to 1 Production Point and 1 Manpower point? Also depending on the unit type?


RE: Upgrade Costs

Posted: Tue Jan 14, 2020 9:02 pm
by AlvaroSousa
Each strength is one manpower
the cost is a percentage of the health missing up to 20%.

Takes time to recover units. It isn't like other games when a unit can take a beating almost to being destroyed then TADA they are refreshed up to full. It takes time. Part of the reason the game plays faster is a lot of the micromanaging is managed by the game itself.

I am not a fan of playing a game where I have to click every unit to upgrade or reinforce it.

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 11:05 pm
by battlevonwar
I can agree with your logic in that, in Strategic Command people would beat 10 units to 1 strength point and automatically have 10 full HP units suddenly like it never was.

Is it true that Manpower should be used at 99%? Or it is wasted?

RE: Upgrade Costs

Posted: Tue Jan 14, 2020 11:52 pm
by AlvaroSousa
When it hits 100% it is gone.

Basically think of manpower as a pool of valid candidates to serve. The ones that fall off at 100% are men who died in accidents, came down with a fatal disease, aged out, fled the country, something like that. The new manpower coming in are boys coming of age to serve.

It's very similar to Commander Europe at War. They very likely do the same thing as I do just show the values different.