Provincial Unit Cost

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Moderator: Pocus

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Morbio
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Provincial Unit Cost

Post by Morbio »

Is this working correctly?

The game implies that these get more expensive the more you have in the field. However, it seems that they are getting more expensive irrespective of how many are in the field, it seems to me that they get more and more expensive with each deployment. This means that ultimately they will become prohibitively expensive to raise any new units. Is this working as expected?

I think the game design is to stop massive armies of these special units, but often these units get beaten in early battles, before they get strong, and so it's possible, often quite common, to have none in the field, but no longer being able to effectively raise more units. Surely the price should be determined by the number of units in existence rather then being calculated based on how many have been raised since game start?
Pocus
Ageod
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Re: Provincial Unit Cost

Post by Pocus »

The game counts the ones in queue and on map, but there should not be any memory of previously recruited but dead units. I would be very surprised there is one, as I did not code it :D
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Morbio
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Re: Provincial Unit Cost

Post by Morbio »

I'll try to get an example with screenshots. IT should be relatively easy to recreate. Create a load of units, get them killed or disband them, then the cost should revert to the initial cost.... or not!
desertedfox
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Re: Provincial Unit Cost

Post by desertedfox »

Yes, that should be how it works.
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