Units and Research Cost

Master_Hugian

Warlord
Joined
Oct 27, 2006
Messages
176
I decided to go through all the main units and check out how much it costs to research the unit. (This is a work in progress)

Key
# : A number
(Tier #) : What tier the unit is
(###) : How much the tech or unit costs assuming you have no technologies
- ### : How much the unit costs if you have all the technologies required to build the previous tier unit.
[]: Technologies that are used in the previous tier units or have been factored in elsewhere.

Melee

Spoiler :
(Tier 2) Swordsmen (720)
Crafting (120) + Mining (200) + Bronze Working (400)

(Tier 3) Champion (4920) - 4200
[Bronze Working* (720)] + Smelting (1600) + Iron Working (2600)

(Tier 4) Phalanx (26430) - 24510
[Iron Working* (4920)] + Engineering* (4510) + Mithril Working (7400) + Mithril Weapons (9600)

(Tier 4) Immortal (38050) - 33130
[Iron Working* (4920)] + Engineering* (4510) + Mithril Working (7400)
Theology* (11620) + Divine Essence (9600)

____________

Engineering (4630) - 4510
[Crafting (120)] + Masonry (140) + Construction (400)
Agriculture (80) + Ancient Chants (80) + Education (280) + Writing (380) + Mathematics (950) + Engineering (2200)

Theology (12060) - 11620
[Agriculture (80)] + [Ancient Chants (80)] + [Education (280)] + Code of Laws (320)
Mysticism (200) + Philosophy (300) + Priesthood (800) + Religious Law (2400) + Theology (7600)


Archery

Spoiler :

(Tier 2) Archer (620)
Crafting (120) + Mining (200) + Archery (300)

(Tier 3) Longbowman (3420) - 2800
[Archery* (620)] + Bronze Working (400) + Bowyers (2400)

(Tier 4) Marksman (12960) - 9540
[Bowyers* (3420)] + Military Strategy* (1740) + Precision (7800)

(Tier 4) Arquebus (14830) - 14110
[Bronze Working* (720)] + Smelting (1600) + Iron Working (2600)
Engineering* (4510) + Blasting Powder (5400)

(Tier 4) Crossbowman (14730) - 11310
Bowyers* (3420) + Engineering* (4510) + Machinery (6800)

_____________

Military Strategy (2460) - 1740
Ancient Chants (80) + Mysticism (200) + Philosophy (300)
[Crafting (120)] + [Mining (200)] + [Bronze Working (400)]
Agriculture (80) + Education (280) + Warfate (320) + Military Strategy (480)

Engineering (4630) - 4510
[Crafting (120)] + Masonry (140) + Construction (400)
Agriculture (80) + Ancient Chants (80) + Education (280) + Writing (380) + Mathematics (950) + Engineering (2200)


Mounted
Spoiler :


(Tier 2) Horseman (620)
Agriculture (80) + Animal Husbandry (180) + Horseback Riding (360)

(Tier 3) Chariot (2470) - 1850
[Horseback Riding* (620)] + Ancient Chants (80) + Education (280) + Writing (380) + Trade (450) + Crafting (120) + Masonry (140) + Construction (400)

(Tier 3) Horse Archer (2040) - 1420
[Horseback Riding* (620)] + Crafting (120) + Mining (200) + Archery (300) + Stirrupts (800)

(Tier 4) Knight (12940) - 12200 (from Chariots) - 12000 (from Horse Archers)
[Horseback Riding* (620)] + [Crafting (120)] + [Mining (200)]¤ + Bronze Working (400) + Smelting (1600) + Iron Working (2600) + Warhorses (7400)

¤: Only required to research from Chariots


Recon

Spoiler :

(Tier 2) Hunter (540)
Exploration (80) + Hunting (460)

(Tier 3) Assassin (2140) - 1600
[Hunting* (540)] + Poison (1600)

(Tier 3) Ranger (2600) - 2060
[Hunting* (540)] + Agriculture (80) + Animal Husbandry (180) + Animal Handling (1800)

(Tier 4) Beastmaster (11520) - 8920 (from Rangers)
[Animal Handling* (2600)] + Crafting (120) + Mining (200) + Bronze Working (400) + Smelting (1600) + Iron working (2600) + Feral Bonding (2200) + Animal Mastery (1800)

(Tier 4) Shadow (10200) - 10200 (from Assassins)
Council of Esus¤ (3230) + Mathematics (950) + Code of Laws (320) + Currency (900) + Taxation (1600) + Guilds (3200)

_______________

¤: Assumes you have to put it in your cities yourself through reserching Deception.

Deception (3230)
Ancient Chants (80) + Mysticism (200) + Philosophy (300) + Way of the Wicked (280)
Agriculture (80) + Education (280) + Writing (380) + Fishing (160) + Sailing (320) + Trade (450) + Deception (700)


Arcane

Spoiler :

(Tier 2) Adept (640)
Ancient Chants (80) + Mysticism (200) + Knowledge of the Ether (360)

(Tier 3) Mage (4020) - 3380
[Knowledge of the Ether* (640)] + Agriculture (80) + Education (280) + Writing (380) + Alteration¤ (640) + Sorcery (2000)

(Tier 4) Archmage (16420) - 12400
[Sorcery* (4020)] + Arcane Lore (3600) + Strength of Will (8800)

________

¤ Divination, Elementalism or Necromancy
 
Side by Side Comparison (by total research required)

Tier 2
Spoiler :

Swordsmen 720
Adept 640
Archer 620
Horseman 620
Hunter 540


Tier 3
Spoiler :

Champion 4920
Mage 4020
Longbowman 3420
Ranger 2600
Chariot 2470
Assassin 2140
Horse Archer 2040


Tier 4
Spoiler :

Immortal 38050
Phalanx 26430
Archmage 16420
Arquebus 14830
Crossbowmen 14730
Marksman 12960
Knight 12940
Beastmaster 11520
Shadow 10200


Analysis
Melee: The most expensive unit, but grants access to the metal resources increasing strength and production. The Immortal is the most expensive unit, however they are very hard to kill. Phalanx on the other hand are incredible city attackers. Both will, in the ideal situation, be outfitted with Mithril Weapons.

Archery: After Melee and Arcane, they are the most expensive units to research. They are the best city defenders and with their many first strikes and defensive strikes, they may be a pain to kill. Rememer however that a simple Shadow I spell: Blur, nullifies these two abilities. Marksmen are excellent for picking off enemy weakened units and are actually useful in attacking cities as they do not suffer from a penalty to city attack like other marksmen units do. Arqubus, while weak for tier 4 units, have the advantage of not being a national unit and thus you may build more than 4 or them. Crossbowmen are weaker and more expensive than Marksmen, only slightly better at defending cities and hills.

Mounted: Fast and deadly, the mounted are excellent at hit and run tactics. Quite cheap to research, they can be an excellent unit for protecting your lands and harrasing your enemy. If you can build Ride of the Nine Kings, you can make excellent knights, however, they can potencially use Mithril Weapons which may make them more expensive than they seem if there strength is to be fully realized.

Recon: Cheap to research, fast moving and deadly, they place they fall behind is attacking cities. They are excellent wilderness attackers though and may capture animals and provide excellent visual with the usage of hawks. The assassin and shadow possess marksmen which can be used to take out weakened shadow's invisibility means you will be able to carefully pick of enemies one by one.

Arcane: Second most expensive, the arcane line provides versatility and many ways to increase research. They are the weakest defenders by themselves, although they can potensially summon defenders. Without death mana, you should get yourselves another defensive unit before researching adepts. Archmages are truely powerful but are hard to get and each loss is incredible painful. Oh, and Wonder is a fun spell.
 
I actually wrote a program a while back that did this. Was for the old research costs though, so it might need to get updated. It was technically for the 'total' research cost of a tech, not a unit, but they go hand in hand. Search for technology cost in the forum, you might find it.
 
Nice job there. Perhaps the comparison would be more complete if you included what you get for your extra research. Immortals definatelly worth the cost, if you ask me.
 
I will be doing that, for example, while Champions are expensive compared to other Tier 3 units, you get access to the Iron resource and the Forge building.
 
Added Arcane units and updated the analysis section, I also think this thread might have been a bit more suitable in the Strategy section. Next on the list is to add the disciple units and the religious units.
 
This is good analysis, thanks for doing it. I like how its falling out so I dont see any changes that need to me made, btu it is good to see.
 
Phalanxes never really seem worth the research cost, since the Mithril Weapons tech isn't required for anything else anymore. It also seems odd that your units can all be outfitted with Mithril Weapons before you research Mithril Weapons.

I'm thinking that Mithril Working and Mithril Weapons should be merged together.
 
that's a solution. another solution would be to have the mithril weapons promo available at mithril weapons tech, instead of mithril working ( as you mentioned ) .

it makes sense and would keep the consistency with bronze and iron weapons, so I'd vote the latter.
 
I thought Mithril Weaopns did work the same way. I have been researching this expensive tech solely to unlock the Phalanx unit?!? I feel like I was robbed. I 2nd the suggestion to move the Mithril Weapons promotion to the technology with the same name. Getting +4 str for Champions, Heroes, and Tier 4 units should have a higher cost and the Mithril Weapons tech sould be more useful.
 
Yeah, very surprising to me how much more expensive Phalanxes are than Archmages. Especially since I tend to want to upgrade my best Champions to Immortals, not to Phalanxes, because Immortals are a much better unit. Which means Phalanxes are weakish (not highly promoted) AND expensive.
 
So maybe Phalanxes should be available at Mithril working, and Mithril weapons should be available at Mithril Weapons. :)
 
where is it indicated(what file) that mithril weapons comes in at mithril working. I looked at both promotions and techs and did not see it.
 
The Mithril Weapons promotion has no prerequisite except that a unit with a high enough weapons tier must be in a city with access to the Mithril resource, which cannot be connected until Mithril Working.

Making any weapons have tech prereqs would require changes to what is basically hardcoded in the SDK. (Kael doesn't call it hardcoding because it uses global defines and doesn't break if those defines are left blank, but that is still hardcoding in my book.) If how they work is to be changed I'd rather remove the code entirely and move to a system like that Xienwolf created for FF.
 
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