Hanti > RE: Bomburs GD Mod (6/6/2016 10:01:16 PM)

Bombur, here is my resource system for all units in scenario. As you know your system treated "res" as "ore" and regimes needed to pay only for equipment in "ore". Now every unit has its price in term of "resources needed for equipping". Because there are on map not only Coal Mines (ore) but also Diamond Mines or other mineral ones, it should be OK :) I think on map resources should be limiting factor in production, so I designed this system. Of course I could decrease cities output, but I think it's not the case of having population and factories but also resources availability. I am not sure if it will be better to stay with simple rules (6 pts every level) or add some special rules for some kinds of units. What is your oppinion? New Resource cost model.  Infantry (Rifle, Special Forces, etc)  1 res  Infantry Support Weapons (Machinegun, Mortar, etc)  3 res  Most other equipment  6 res for every level of equipment. Looks like 72 res (lev12) is max. Level1  6 res Level2  12 res Level3  18 res Level4  24 res Level5  30 res Level6  36 res Level7  42 res Level8  48 res Level9  54 res Level10  60 res Level11  66 res Level12  72 res  Some special case equipment have different paths.  Staff units  20 res always (every level).  Coastal Guns: 60,120,180 res. They are special case as they allow shooting at expensive ships.  Light Tanks: 10 res start and plus 10 every level (10,20,30,40,50)  Medium Tanks: 20 res start and ??? (20,30,60,70,80)  Heavy Tanks: 60 res start and ??? (60,80,120,85)  Main Battle Tanks: 90 res level1 and 75 res level2  Tank Destroyers: 10 res start and ??? (10,20,60,60)  Assault Guns: 20 res level1, 40 res level2 and 90 res level3  SP Arty: 40 res level1 and 60 res level2  APC: 20 res level1, 30 res level2 Heavy Bombers: 10,20,30,40,150,180



