I noticed unusual unit costs when assigning special abilities to units, and checked out what was going on.
When designing a unit, you get to add 1 or 2 special abilities. Each has an integer cost. Each point of special ability cost represents a 25% increase in the unit's total cost. However, when you add two abilities, you usually do not simply add their costs together.
Observations:
The mineral row cost of a unit is multiplied by (4+C)/4, where C represents the true total special ability cost. If this value is not an integer, round to the nearest (in a game where almost everything is rounded up or down). So a crawler (3 rows) with 3 points of special abilities will cost 3 * 1.75 = 5.25 -> 5 rows. A crawler with 2 points of special abilities will cost 3 * 1.5 = 4.5 -> 5 rows, as well.
If a unit has two special abilities, add their values, then add one more, unless one of the abilities is Deep Radar, or both of the abilities cost 0 (the only case of this I found was trance + ECM). For example, a drop clean Synthmetal garrison costs 5 rows, rather than 4.
When designing a unit, you get to add 1 or 2 special abilities. Each has an integer cost. Each point of special ability cost represents a 25% increase in the unit's total cost. However, when you add two abilities, you usually do not simply add their costs together.
Observations:
The mineral row cost of a unit is multiplied by (4+C)/4, where C represents the true total special ability cost. If this value is not an integer, round to the nearest (in a game where almost everything is rounded up or down). So a crawler (3 rows) with 3 points of special abilities will cost 3 * 1.75 = 5.25 -> 5 rows. A crawler with 2 points of special abilities will cost 3 * 1.5 = 4.5 -> 5 rows, as well.
If a unit has two special abilities, add their values, then add one more, unless one of the abilities is Deep Radar, or both of the abilities cost 0 (the only case of this I found was trance + ECM). For example, a drop clean Synthmetal garrison costs 5 rows, rather than 4.
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