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Provincial Unit Cost

Posted: Tue Jan 21, 2020 2:17 pm
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?

Re: Provincial Unit Cost

Posted: Wed Jan 22, 2020 3:29 pm
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

Re: Provincial Unit Cost

Posted: Thu Jan 23, 2020 12:10 pm
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!

Re: Provincial Unit Cost

Posted: Thu Jan 23, 2020 1:49 pm
by desertedfox
Yes, that should be how it works.