Cost = Weapon * (Armor + Speed) * 10 / (2(Reactor + 1))
(Reactor*2 - Reactor/2)*10
Cost +10 minerals if both Weapon and Armor greater than 1.
(Reactor*2 - Reactor/2)*10(3*2 - 3/2 rounded down) * 10 = 5 *10 = 50 minerals (with the industry bonus it's 40).
- I suggest that you make a flag in alpha.txt, where the extra 25% can be removed.
The cost may be 50, but it is 5 in internal code.
For the wiki: Having 2 special abilities => extra +25% cost. This is the original feature of the game.Are we sure that was an original feature of the game? Keeping in mind I'm just an outside observer, how do we know that's not something that was originally documented as a feature of the game, but later removed (or never implemented) because Firaxis realized it was a poor choice?
...
- Yitzi, I dislike the extra 25% for 2 abilities. However, while I find it a rather poor feature, it should be respected as it is clealy intended for the basic version of the game. Grr.
If there are more people who would like to see this "cost" feature excluded from the game, we may put up a poll and decide the issue.Curiouser and curiouser. From what you're saying, it would be impossible to determine definitively if Firaxis intended to include this in the final build. Well, my vote would be to include it provided it could be disabled, or is automatically disabled at Biomachinery or a similar higher level tech.
Curiouser and curiouser. From what you're saying, it would be impossible to determine definitively if Firaxis intended to include this in the final build.
Well, my vote would be to include it provided it could be disabled, or is automatically disabled at Biomachinery or a similar higher level tech.
inho, the extra cost for 2 abilities is ok, because it reflects costs incurred due to added complexity; making them work together properly.Even when one of those abilities is Deep Radar (or another 0-cost ability)?
Even for Deep Radar. Trance, too: sometimes it's free, depending on the combination. Notice there are times when Deep Radar is combined with Trance: they are both free! So I don't really mind the mixture of No-Cost, Low-Cost, and Regular-Cost.
I could also see an argument for adding +0.5 cost for each non-free ability. In other words, two freebies = 0 additional cost, one free and one costly = +0.5 additional cost, and two costly = +1 additional cost. That seems like a decent compromise between the two opposing viewpoints here.
...and would change the price of (two-ability) units with one ability which has cost, which no one wants.Well, I do...but it looks like I'm the only one 8)
So it seems to be a tie, so we'll go with free abilities staying free.As Earthmichael stated, that does seem to make the most intuitive sense. Given that there were only 6 votes, though, it seems either there were few strong opinions on the topic, or few people who were interested (and understood) the discussion.