Ok i fixed the tech costs for the 3 techs I moved. Where is the cost chart for units and buildings. I still need to fix ...
From now on, when we adjust the x grid of the unlocking tech for a unit or building, the unit or building cost should be updated.
The base cost by x grid is found on this chart: (first # is the x grid # and the second # is the associated cost)
Modder's Documentation
Each unit line has its own % modification to the base cost. Not all unit lines have had this modifier defined yet unfortunately. The unit reviews I've done so far have. So Law Enforcement, Healers, Criminals, Strike Teams, Canines, Felines, even Naval if you check that unit review chart, all have these modifiers defined. The rest of the units can be assumed to have a -50% base cost modifier as that's what I assume most military units would have, making them usually much cheaper per train than building constructions.
Building lines haven't been so fully reviewed as to be given flat % modifiers by the building line itself but we should soon evaluate all buildings in the game to align with this chart and modified by a % modifier for the line or category the building falls into. Walls, for example, would take more build cost than your standard 'shop' buliding or 'manufacturing' building, which might also take more than the 'shop'.
As stated, not all unit lines have been evaluated yet either, but healers have, and there is a healer unit accessed at Veterinary Medicine, which is why I bring this up now.
For those unit upgrade chains that have been evaluated and assigned a % modifier to the base, the expanding unit review link in my signature line has a page that covers cost assignments for units by x-grid of the tech that unlocks them. (the iCost 'page' tab)
According to that chart (
here), units that primarily heal animals such as the UNIT_VET that is unlocked at TECH_VETERIANARY_MEDICINE (as of last adjustment was at x31) get a -25% modifier to the base cost.
Thus, when adjusting the tech to grid x 30, the new cost would be base of 205 according to the base cost chart -25%. 25% of 205 is roughly 51. 205-51= 154. Might as well adjust the unit's cost to be 155 (round to the nearest 5 or 10 usually). A bit cheaper than the 175 that it's currently at by being at x31 instead, huh?
TBH, one of the biggest current flaws in the mod is that buildings and units have not universally been updated to this cost method yet. Its been wreaking havoc on poor Joseph as there are some spots where there are dramatically 'off' cost assessments between the old and new base curve charts. And it was mentioned elsewhere that it seems silly to be focused on adjusting these when they're pretty much all across the board anyhow. But primarily my concern at THIS moment is keeping those things I've already audited updated.