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 Post subject: Basic Info.
PostPosted: Sat Nov 13, 2010 20:58 
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Joined: Tue Feb 06, 2007 19:50
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Location: california
ok so i know that alot of people trying to create a race (who havent done it before) are always asking the same old questions.
how much does each resorce cost in gold?
how much is 1 Op cost? (offensive Point or attack Point)
how much is 1 Dp cost? (defensive Point or defense point)

so im not exactly 100% sure of these answers and i would love if some one put there two cents in so we can get it set and out of the way.

i attempted to do some calculations on it and this is my result.( These may or may not be correct i would like some input on the so i can fix and change them so there correct.)

1.9L = 1G
1.8r = 1G
1.7F = 1G
.8m = 1G
.16D = 1G

1 OP = 115G
1 Dp = 106G
5 Op = 125G
5 Dp = 116G

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 Post subject: Re: Basic Info.
PostPosted: Sun Nov 14, 2010 01:24 
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Joined: Sat Sep 04, 2010 13:47
Posts: 160
Units :

spec offense : 140-155 gold per point
spec defense : 140-155 gold per point
elite offense : 180-230 gold per point
elite defense : 180-230 gold per point

For the price, you need to include the worker-cost.
For example :
a Human Footman costs 345 gold to train. But you also need a worker costing 100 gold. So together for 3 offense, you need 345+100=445 gold -> 148 gold per point offense

Keep in mind, costs can vary with the space-efficiency. Also, the race might have certain bonuses. The Dwarf Axeman costs 475 gold normally, which is 158 gold per point offense. But with 20% blacksmiths, you get a 30% reduction of price, which results in the Axeman costing 111 gold. But 20% Blacksmiths means 20% less resource buildings, which basically increases the value of them with 10-20% (dependant on round length)

Also for units, they can have extra abilities :
- The Sylvan Ranger retrains for max 70% Woodland Rangers when they die in battle. Since the Woodland Ranger is a better unit than the SR, it ain't surprising it's a tad more expensive than for other races
- The Trollish Forest Troll has both offense as well as defense. This means their price is justified to be a bit higher, since it allows the race more flexibility.


For the resources, it again depends on how far you're in the round. At OOP, you have to count 1 minehour of 1 resource equals 1 minehour of a goldmine. Which means 60 gold = 115 lumber = 100 food = 10 diamonds etc...
But later in the round, when improvements are geting higher, 1 minehour produces more than 60 gold. Not to mention homes. So it's not unusual to see costs of like 90 gold for 110 ore.


Hope this helps a bit


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 Post subject: Re: Basic Info.
PostPosted: Tue Sep 13, 2011 01:55 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
also it doesnt quite work as easy as adding the point costs up

e.g.
ideal creature dedicated to 1 thing

3attack may cost (3*115g) = 345 SAME as footman

but if it was 3 att + 1 defence - its defence stat isnt as useful as it would be away attacking - the turtle on it is not worth the same defence on a unit that will always be at home
3 attack + 1 defence (3*115)+(1*106) = 451G vamp bat is 385G and better

Swamp Troll
4 attack + 5 defence (4*115)+(5*116)=1040G wheres in game its 690G

so the other (bonus) stat factor adds up differently
----------------------
keep your numbers they look about right but dont forget about worker cost because that doesnt seem to include that

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