G'Kar
13.08.09, 08:57
Diese Liste fand ich interessant:
So I decided as a little experiment to multiply the IC cost and build time and then divide by the practical knowledge gain for all the units and buildings in the game's text files, to get a measure of how expensive it is to gain practical knowledge in various ways. I thought you all would like to see the results (in cheapest to most expensive order)
AA (provincial): 360 artillery
radar station: 360 electrical
garrison: 501 militia
flying bomb: 600 rocket
militia: 665 militia
infrastructure: 730 construction
sub: 771.4 subs
light cruiser: 787.5 cruiser
escort carrier: 800 carrier
heavy cruiser: 800 cruiser
destroyer: 818.2 destroyer
interceptor: 840 light air
rocket art: 845.5 art
Battleship: 860.3 capship
AT: 890 artillery
art: 890 artillery
police: 900 mil
transport: 900 transport
AC: 915.75 mobile
mot: 934 mobile
cas: 990 light air
naval bomber: 993.5
strat bomber: 1000 heavy air
transport plane: 1000 heavy air
sp rocket art: 1000 art
battlecruiser: 1000 capship
mech: 1000 mobile
tac bomber: 1005.7 medium air
arm: 1005.9 armor
h-arm: 1008 armor
SH-arm: 1011.1 armor
tank destroyer: 1012.5 artillery
l-arm: 1012.8 armor
sp-art: 1065.1 art
fighter: 1071.4 light air
SH-battleship: 1078.4 capship
cavalry: 1100 mobile
AA(brigade): 1106.75 artillery
infantry: 1106.75 infantry
carrier: 1178.6 carrier
flying rocket: 1200 rocket
HQ: 1200 land doctrine
mtn: 1335 inf
cag: 1400 light air
nuclear sub: 1422.2 subs
rocket interceptor: 1428.6 jetengine
paratrooper: 1500 inf
engineer: 1554 inf
marine: 1600 infantry
air base: 1800 construction
naval base: 1800 construction
Coastal Fort: 1800 construction
land fort: 1800 construction
industry: 1825 construction
rocket: 3600 rocket
nuclear(reactor): 9000 nuclear
Artillery practical is ridiculously cheap. Like, three times cheaper than infantry practical. Also escort carriers are better for gearing carrier practical than regular carriers. Flying bomb is better for gearing than flying rockets are. Infrastructure is 2.5ish times better than anything else for construction practical. Making HQs gives land combat practical, which is important for logistics and education, although you'd just want to get it up to the tech boost cap. And interceptors are the easiest to gear air units.Quelle (http://forum.paradoxplaza.com/forum/showthread.php?p=9974860#post9974860)
So I decided as a little experiment to multiply the IC cost and build time and then divide by the practical knowledge gain for all the units and buildings in the game's text files, to get a measure of how expensive it is to gain practical knowledge in various ways. I thought you all would like to see the results (in cheapest to most expensive order)
AA (provincial): 360 artillery
radar station: 360 electrical
garrison: 501 militia
flying bomb: 600 rocket
militia: 665 militia
infrastructure: 730 construction
sub: 771.4 subs
light cruiser: 787.5 cruiser
escort carrier: 800 carrier
heavy cruiser: 800 cruiser
destroyer: 818.2 destroyer
interceptor: 840 light air
rocket art: 845.5 art
Battleship: 860.3 capship
AT: 890 artillery
art: 890 artillery
police: 900 mil
transport: 900 transport
AC: 915.75 mobile
mot: 934 mobile
cas: 990 light air
naval bomber: 993.5
strat bomber: 1000 heavy air
transport plane: 1000 heavy air
sp rocket art: 1000 art
battlecruiser: 1000 capship
mech: 1000 mobile
tac bomber: 1005.7 medium air
arm: 1005.9 armor
h-arm: 1008 armor
SH-arm: 1011.1 armor
tank destroyer: 1012.5 artillery
l-arm: 1012.8 armor
sp-art: 1065.1 art
fighter: 1071.4 light air
SH-battleship: 1078.4 capship
cavalry: 1100 mobile
AA(brigade): 1106.75 artillery
infantry: 1106.75 infantry
carrier: 1178.6 carrier
flying rocket: 1200 rocket
HQ: 1200 land doctrine
mtn: 1335 inf
cag: 1400 light air
nuclear sub: 1422.2 subs
rocket interceptor: 1428.6 jetengine
paratrooper: 1500 inf
engineer: 1554 inf
marine: 1600 infantry
air base: 1800 construction
naval base: 1800 construction
Coastal Fort: 1800 construction
land fort: 1800 construction
industry: 1825 construction
rocket: 3600 rocket
nuclear(reactor): 9000 nuclear
Artillery practical is ridiculously cheap. Like, three times cheaper than infantry practical. Also escort carriers are better for gearing carrier practical than regular carriers. Flying bomb is better for gearing than flying rockets are. Infrastructure is 2.5ish times better than anything else for construction practical. Making HQs gives land combat practical, which is important for logistics and education, although you'd just want to get it up to the tech boost cap. And interceptors are the easiest to gear air units.Quelle (http://forum.paradoxplaza.com/forum/showthread.php?p=9974860#post9974860)