Difference between revisions of "Agents Of Empire/Economics"
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Houses which are Good in a particular skill buy units for the cost of the next-lower-ranked unit (except when buying the lowest-rank unit). Houses which are Bad in a particular skill buy units for the cost of the next-higher-ranked unit. | Houses which are Good in a particular skill buy units for the cost of the next-lower-ranked unit (except when buying the lowest-rank unit). Houses which are Bad in a particular skill buy units for the cost of the next-higher-ranked unit. | ||
Also, as usual, suitable character actions can be used to bend the rules around purchasing units | |||
Explorers: | Explorers: | ||
{| | {|border="1" | ||
! Unit | ! Unit | ||
! Rank | ! Rank | ||
Line 11: | Line 12: | ||
! Notes | ! Notes | ||
|- | |- | ||
|Novice | |Novice||1||2|| | ||
|1 | |||
|2 | |||
| | |||
|- | |- | ||
|Trained | |Trained||2||5|| | ||
|2 | |||
|5 | |||
| | |||
|- | |- | ||
|Professional | |Professional||3||9||Requires an explorer's academy to build | ||
|3 | |||
|9 | |||
|Requires an explorer's academy to build | |||
|- | |- | ||
|Elite | |Elite||4||14||Requires an explorer's academy to build, takes two turns to build | ||
|4 | |||
|14 | |||
|Requires an explorer's academy to build, takes two turns to build | |||
|} | |} | ||
Military: | Military: | ||
{| | {|border="1" | ||
! Unit | ! Unit | ||
! Rank | ! Rank | ||
Line 39: | Line 28: | ||
! Notes | ! Notes | ||
|- | |- | ||
|Novice | |Novice||1||3|| | ||
|1 | |||
|3 | |||
| | |||
|- | |- | ||
|Trained | |Trained||2||7|| | ||
|2 | |||
|7 | |||
| | |||
|- | |- | ||
|Professional | |Professional||3||12||Requires a barracks to build | ||
|3 | |||
|12 | |||
|Requires a barracks to build | |||
|- | |- | ||
|Elite | |Elite||4||18||Requires a barracks to build, takes two turns to build | ||
|4 | |||
|18 | |||
|Requires a barracks to build, takes two turns to build | |||
|- | |- | ||
|Specialist | |Specialist||4||25||Requires a barracks and an appropriate research institution, takes two turns to build | ||
|4 | |||
|25 | |||
|Requires a barracks and an appropriate research institution, takes two turns to build | |||
|- | |- | ||
|Duo-Specialist | |Duo-Specialist||4||30||Requires a barracks and two appropriate research institutions, takes three turns to build | ||
| | |||
|30 | |||
|Requires a barracks and two appropriate research institutions, takes three turns to build | |||
|} | |} | ||
Air military units take twice the cost and time of the equivalent ground unit to build, and space units take four times the cost and time. | Specialists and duo-specialists are considered rank 6 when their specialty comes into play. Air military units take twice the cost and time of the equivalent ground unit to build, and space units take four times the cost and time. | ||
Politicians and Diplomats: | Politicians and Diplomats: | ||
{| | {|border="1" | ||
! Unit | ! Unit | ||
! Rank | ! Rank | ||
Line 79: | Line 50: | ||
! Notes | ! Notes | ||
|- | |- | ||
|Novice | |Novice||1||6||Takes two turns to build | ||
|1 | |||
|6 | |||
|Takes two turns to build | |||
|- | |- | ||
|Trained | |Trained||2||14||Takes two turns to build | ||
|2 | |||
|14 | |||
|Takes two turns to build | |||
|- | |- | ||
|Professional | |Professional||3||24||Requires a palace to build, takes two turns to build | ||
|3 | |||
|24 | |||
|Requires a palace to build, takes two turns to build | |||
|- | |- | ||
|Elite | |Elite||4||36||Requires a palace to build, takes four turns to build | ||
|4 | |||
|36 | |||
|Requires a palace to build, takes four turns to build | |||
|} | |} |
Revision as of 21:42, 9 May 2011
Overview
This page gives costs for the various sorts of units, buildings, and goods available in the game. These are purposely left a little generic; when you buy a unit you're expected to be more specific about what sort of unit it is, and when you find some goods, likewise.
Houses which are Good in a particular skill buy units for the cost of the next-lower-ranked unit (except when buying the lowest-rank unit). Houses which are Bad in a particular skill buy units for the cost of the next-higher-ranked unit.
Also, as usual, suitable character actions can be used to bend the rules around purchasing units Explorers:
Unit | Rank | Cost | Notes |
---|---|---|---|
Novice | 1 | 2 | |
Trained | 2 | 5 | |
Professional | 3 | 9 | Requires an explorer's academy to build |
Elite | 4 | 14 | Requires an explorer's academy to build, takes two turns to build |
Military:
Unit | Rank | Cost | Notes |
---|---|---|---|
Novice | 1 | 3 | |
Trained | 2 | 7 | |
Professional | 3 | 12 | Requires a barracks to build |
Elite | 4 | 18 | Requires a barracks to build, takes two turns to build |
Specialist | 4 | 25 | Requires a barracks and an appropriate research institution, takes two turns to build |
Duo-Specialist | 4 | 30 | Requires a barracks and two appropriate research institutions, takes three turns to build |
Specialists and duo-specialists are considered rank 6 when their specialty comes into play. Air military units take twice the cost and time of the equivalent ground unit to build, and space units take four times the cost and time.
Politicians and Diplomats:
Unit | Rank | Cost | Notes |
---|---|---|---|
Novice | 1 | 6 | Takes two turns to build |
Trained | 2 | 14 | Takes two turns to build |
Professional | 3 | 24 | Requires a palace to build, takes two turns to build |
Elite | 4 | 36 | Requires a palace to build, takes four turns to build |