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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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What is the formula for upgrading units?
It seems to me that either Industry rating or SE choices relating to industry affect the cost of upgrading units. For example, I'm pretty sure that my upgrades are more expensive after I switch from Wealth to Power.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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Unlike hurry costs, everything I know about unit upgrades so far tells me it is based on "bars" as opposed to straight minerals. In other words the game considers a unit of, say, cost 72 with +1 industry 8 bars or 72 minerals. If it is calculating it using bars then industry does not affect cost, if it is calculating it using cost then industry does matter.
I believe it is
(armorcost new - armorcost old) + (weaponcost new - weaponcost old) + (unitcost ned - unitcost old).
All done in bars. There is also some minimum cost the game applies to prevent you from upgrading to change around unit special abilities.
As this shows you have to pay for armor and weapons upgrades twice, but you only have to pay for abilities once.
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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What is a bar?
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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nevermind. I read your other post.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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I have no idea what the extra cost that automatically appears is. I *think* that it is the above formula +20. It costs 20 to upgrade scout patrols or trance scouts to police infantry, 30 to upgrade formers to clean formers. That seems to fit in with the formula. I have much less experience with armor upgrades though..
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Tau Ceti
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Kyoto, Japan
Nov 1999 time: 14:13
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Enigma: you got it very nearly right, but it should only be + newcost at the end, not + (newcost - oldcost). (If we start nitpicking, it is actually weapon and armor * 10 too.) Then there is no 'extra' cost attached.
Adam_Smith: I have never seen upgrade costs be affected by your Industry rating. Do you have any confirmed, demonstrable examples?
joer: Same goes for your reactor thing. I have never seen that the reactor has any influence on upgrade cost, except in as much as it affects the new unit's cost. I just tried your example, and upgrading from 6-3-1(*1) to 8-3-1(*2) was cheaper (due to lower construction cost) than upgrading to 8-3-1(*1). I saw someone else mentioning reactor as a factor here recently too; if anyone has an example, I would like to see it.
Anyway, this question came up a few months ago too, and I posted my entire findings (with some analysis) then. The thread can be found here.
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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Tau Ceti,
I don't have any records, but It seems to me that my upgrades cost quite a bit more after I switch from Wealth to Power.
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joer
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Frankfurt, Germany
Apr 2000 time: 05:13
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Ok, I just checked.
I cannot reaffirm the statements about the reactor, but I can at least say that special abilities make a difference in the calculation, even if they cost the same.
A few comparisons (mineral costs expressed in bars. I bar==10 minerals at industry 0):
Upgrading from 1-1-1 (1 bar) to 1-1t-1 (1 bar) costs 10. That's the minimum price.
Upgrading from 1-1-1 to 1~-1-1 (1 bar) costs 20, even though the amphibious unit has the same mineral cost than the standard scout and the trance scout.
Here are a few other interesting upgrade costs from a 1-1t-1 unit:
1~-3-1*2: 4 bars, 60 energy units to upgrade
1-<3>-1*2: 4 bars, 80 energy units to upgrade
1^-3-1*2: 5 bars, 70 energy units to upgrade
Thus, the higher mineral cost drop unit costs less to upgrade to than the cheaper AAA unit.
Enjoy finding the formula for that. 
I will try to find a good example which shows how reactors can freak around with the upgrade cost, but I don't have one handy right now.
-joer.
[This message has been edited by joer (edited April 30, 2000).]
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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Well, I'm going to check some numbers the next time I switch from Wealth to Power. I want to see if Industry matters.
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