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Thread: Staggering unit upkeep

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  1. #1

    Default Staggering unit upkeep

    I'm not sure if this is doable, but I figure I'd ask. I know where to find the upkeep cost for recruitable units. However, to reflect the fact that some of these troops are necessary to maintain the agricultural economy back at home, I am interested in writing a function that will triple the upkeep of these units past an X number of turns.

    So. How would I go about doing it? I've checked the script-o-rama and I'm not sure if such modifications are possible, but if they are, how would I (in theory) go about doing it? ):

  2. #2
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    Default Re: Staggering unit upkeep

    Ohh this is a difficult one I think... However there are techs and events that modify the upkeep of units... maybe we can, for example, make a event that would happen with a 100% probability a certain number of turns after you train an garys unit, however that will trigger the upkeep on all garys units.

    And then again, dilemmas/events are a mystery to me right now... So far I have been unable to change it's effects or length of time..
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  3. #3

    Default Re: Staggering unit upkeep

    Would require some scripting idd. To achieve a similar effect, you can tune down the growth and income from all sources and increase the upkeep.

    If you cut income from buildings and farm down to 50% or even 25% and increase the upkeep with 100% you will get the same effect... more or less. Increasing the base income that all clans get by a large amount will ensure all clans can afford at least some units, but that they won't be able to recruit much more even if they have more regions.

    Just be aware that you can corner the AI by doing this, as their starting armies might be so expensive they can hardly afford to build anything, and their armies might be spread out so they can't conquer anything.
    Last edited by Vragos; June 06, 2011 at 04:49 PM.

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