Ahriman
Tyrant
- no animals
- no units with production costs lower than 1 (eg. settlers, workers...)
- no units with unit combat type lower than 0 (eg. prophets and diplomats)
- no units that need offworld trade resources, you don't have
- no units from invalid era (at least on tech from current era and no tech from a future era)
EDIT:
- no foreign uu's, of course (just one unit in a unit class is allowed)
These are all good restrictions.
Well, they're certainly not equally likely.All units surving this test have a chance to be randomly selected.
However, I don't think I *ever* see melee units in the list, and hardly ever guardsmen.
I don't see URU's that I *do* have the resource for, or UUs of my faction (hard to tell, there are so few UUs atm).
Almost every game, the purchase list is primarily made up of:
Light carryall
Wasp hornet
Grenade trooper
Falcon thopter
Roller
I see those units more often than every other unit put together.
And sometimes:
Eagle thopter
Light scorpion
Medium carryall
The first bomber.
And I usually abandon the game before the very lategame, so they might be working fine.
Maybe there are some issues with which units are assigned to which eras?
I will pay more attention next time I play.
Major problem I have is that the unit doesn't exist in the moment the promotions are generated. This make it hard to decide wether a unit can have a promotion or not. But I will think about it. Maybe we should reduce elite unit costs (currently 150%) as a quick measure?
How about not generating promotions; instead, just some of the units in the list are Elite and cost more. And elite units either:
a) get a couple of random *applicable* promotions assigned to them once they are purchased OR
b) Start with a bunch of free xp (+6 maybe?).
Why generate the promotion before the unit is purchased? All you need to know is that the unit is of quality elite, and then process effects on it once it is purchased.