As some of you might know, the horrid seleucid stacks of sparabara and thureophoroi are completely annoying and thus really handicapping AI, when it could recruit better troops, it probably recruits the crappier unit.
Something has to be done with this obviously, so I have come up with a new system for training cost/upkeep. I noticed that the AI will always prefer lower upkeep to better stats, though there are hardcoded variations.
To balance the units, upkeep will always be 30x total defense value of an unit, the cost values are a bit more complicated though.
For light infantry, the cost will be 100 times the attack value, while for heavy infantry it will be 50x. This will hopefully balance the recruitment of units. (remember that AI gets a -50% discount anyways)
Let's take 2 examples:
Sparabara -> Defense 11, Attack 3
Ekdromoi -> Defense 10, Attack 8
Sparabara upkeep will be 330 and recruitment cost 375, (Edited cost with penalty)
Ekdromoi on the other hand will have an upkeep of 300 and recruitment cost of 400. Note: Ekdromoi classifies as heavy because it's a hoplite spear unit which in my calculation goes under heavy inf.
A few more calculations:
Spartan RG -> Attack 13, Defense 23
Cost: 650 (with 10x because a special elite unit-> 6500), Upkeep: 690
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Levy Pike -> Attack 8, Defense 8
Cost: 400, Upkeep: 240 (+3 secondary) - syntagma penalty
-> Cost: 400 + 150 = 550
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Pezhetairoi -> Attack 13, Defense 16
Cost: 650, Upkeep: 480 (+6 secondary training) - syntagma penalty
-> Cost: 650 + 300 = 950
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Asthetairoi -> Attack 14, Defense 21
Cost: 700, Upkeep: 630 (+7 secondary) - syntagma penalty
-> Cost: 700 + 350 = 1050
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Argyraspidai -> Attack 14, Defense 21
Cost: 750, Upkeep: 650 (+7 secondary) - syntagma penalty (Best phalangites in the game, so a little cost/upkeep boost is required,- they have a lethality bonus.)
-> Cost 750 + 350 = 1100
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Hastati -> Attack 7 (but missile 11), Defense 16
Cost: 350, Upkeep 480 / + missile attack cost (applies to all prec units)
-> Cost 350 + 550 = 900
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Principes -> Attack 7, Defense 18
Cost 350, Upkeep 540 / + missile 11
-> Cost 900*2 -> 1350, lvl 2 roman infantry, 1.5x cost penalty
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Triarii -> Attack 7, Defense 26
Cost 350, upkeep 780
-> Cost 350x3+200-> 1250, lvl 3 roman infantry, 3x cost penalty + 200 elite handicap, takes 2 turns
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Legionary 1st Cohort -> Attack 10, Defense 23
Cost 500, Upkeep 690 / + missile 13 (650)
-> Cost 1150 takes 2 turns to recruit, no lvl penalty for marian
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Praetorian Cohorot -> Attack 12, Defense 25
Cost 600, Upkeep 750 / + missile 16 (800)
-> Cost 1400, takes 2 turns to recruit, no lvl penalty for marian
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Picked Cretan Archers -> Attack 4 (7), Defense 11
Cost 400 + 700 (goes under light infantry, so 100x), Upkeep 330 + 210 (archer penalty, missile attack*missile amount added to upkeep)
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EDIT: For all non-syntagma units with 60 troops per unit, will also have a unit amount penalty of 1.25x
EDIT: Cavalry fix:
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Hetairoi Cavalry: Attack 9 + 10 secondary, Defense 20, Charge 22
Cost: (cav is heavy) 950 + (charge is only for cav, has heavy calc) 1100 = 2050. Upkeep 1000 + (per hore tax of 5 denarii) 100 = 1100
Not to mention that it's elite cavalry, so +50 penalty
Cost: 2100, Upkeep 1150 (which is acctually 300 denarii cheaper than in xgm 4)
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Elephants: Attack 3, Defense 5 + 12 sec armour, + 14 charge, 6 eles
Cost: 150 (3*50x) + 1200 (200 per elephant) + 700 (50x charge penalty) = 2050. Upkeep: 850 + 300 (50d per elephant) = 1150
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Yes, I know, horrible stats...
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Armoured Elephants: Attack 6, Defense 5 + 13 sec armour, + 18 charge, 6 eles
Cost: 300 + 1800 (300 per BIG elephant) + 900 = 3000. Upkeep: 900 + 450 (75d per elephant)= 1350
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But quite realistic...
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Median Cavalry: Attack 10 (missile 7), defense 14, charge 8
Cost: 500(melee) + 350(missile) + 400(charge)=1250 Upkeep: 700 + 315 (45 missile each 7) + 100(horse tax) = 1115
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Horse archers will be hard to keep up from now on...
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Please give feedback if changes like this would sit well with all of you, because I know it really really helps the AI to recruit more kickass stacks.
I'm also thinking of making a difficulty based building, where a script places a building depending on the campaign map difficulty, increasing the unit costs, easy will be 75%, normal 100% cost, hard 150% cost and very hard 200%
Cheers!






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