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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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I noticed unusual unit costs when assigning special abilities to units, and checked out what was going on.
When designing a unit, you get to add 1 or 2 special abilities. Each has an integer cost. Each point of special ability cost represents a 25% increase in the unit's total cost. However, when you add two abilities, you usually do not simply add their costs together.
Observations:
The mineral row cost of a unit is multiplied by (4+C)/4, where C represents the true total special ability cost. If this value is not an integer, round to the nearest (in a game where almost everything is rounded up or down). So a crawler (3 rows) with 3 points of special abilities will cost 3 * 1.75 = 5.25 -> 5 rows. A crawler with 2 points of special abilities will cost 3 * 1.5 = 4.5 -> 5 rows, as well.
If a unit has two special abilities, add their values, then add one more, unless one of the abilities is Deep Radar, or both of the abilities cost 0 (the only case of this I found was trance + ECM). For example, a drop clean Synthmetal garrison costs 5 rows, rather than 4.
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Santiago_Claus
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Okay here's a few zillion "undocumented expenses" for you: the Cruiser Super Former.
Cruiser, Fusion Reactor, Terraformer, Res-3 Armor, base cost 5.
Cost for Super Former: 6
Cost for Fungicidal: 6
Cost for Deep Radar: 5
Cost to combine Fungicidal & Deep Radar: 6
Cost to combine Super & Fungicidal: 9
Cost to combine any cost 1 ability with any other cost 1 ability: 9
No surprises so far, right? Use "Super Former" instead and things get weird, in an undocumented formulas kind of way:
Cost to combine Super & Deep Radar: 8(!)
Cost to combine any cost 1 ability EXCEPT Super Former with Deep Radar: 6
The only inferences I can make of this mess are either Super Former costs 2 when combined with Deep Radar or Deep Radar costs 1 when combined with Super Former.
Maybe it's the Alternative Minimum Tax kicking in ...
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Santiago_Claus
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Reactors impose a "minimum cost" but reduce the cost of weapons and armor.
This means that with the higher-level reactors you can often add arms, armor, and speed (faster chassis) to defensive and attack units at no additional cost.
Everyone knows about adding armor to formers and crawlers, but a less-well-known trick is to add 6r lasers to base defenders -- this works particularly well if your base defenders are rovers or hovers.
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