Originally Posted by
Polariszephyr
With regards to armour upgrades, meese is essentially right- the engine is incredibly annoying in that armour upgrades seem to give a fixed boost to armour somewhere between 2-3ish (very hard to determine since it has to be worked out through empirical testing, which deals with so many variables that it's hard to isolate an exact number). It seems that PB has simply equated each armour upgrade as adding 2 to the existing armour level, which using his table seems to make both units with a certain base armour and those upgraded to the same armour have the same value.
As for any discrepancies, they're probably due to either the RC guide being outdated (ie. not listing new rules or base values), or a simple error in the EDU (every version of RC has had small issues with EDU values, it's pretty hard to eliminate them all). Looking at it, it seems that some of the armour upgrade levels are a bit off- for example, the armour levels for imperial knights are listed as 16, 21, 23, 26; which according to the RC 1.8 guide equates to partial plate > renaissance half plate > gothic plate > increased armour thickness; this obviously makes no sense (ie. partial = 11, renaissance half plate = 9); imperial knights should be (according to old EDU that was released with the 1.8 guide): partial plate > full plate > improved metallurgy > advanced metallurgy (they never wear gothic plate, the idea is that their older style full plate armour is constructed via new methods over time to become stronger).
It therefore seems that the armour levels in the new EDU have been changed (ie. reflect different values, due to the addition / deletion of armour levels, since the RC guide was written).