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Progressive Expense ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Wed Jun 23, 2021 5:06 pm    Post subject:  Progressive Expense ? Reply with quote  Mark this post and the followings unread

Hey Guys I just thought about this.
You know once a player has about 50 to 75 thousand collected in ore resources, even if their refineries and miners are destroyed, as long as their factories are intact they can keep putting out units because the cost of the units remain the same.

So is there a way that after, lets say, the player has 15K in money, the price of everything increase by 10% and once the player hits 100K in money, everything is twice the cost ?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jun 23, 2021 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

No.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Thu Jun 24, 2021 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Not in that form.

It should theoretically be possible to implement it for the AI using one-off unit delivery superweapons to deliver dummy buildings (with FactoryPlant=yes) using SW.AITargetingMode=IronCurtain, Script Action 55 with an AI trigger that fires when the user has a specific amount of money.

Another way (for the player) is to turn all factories into FactoryPlants that increase cost a little bit for every extra factory. If your intention is to prevent players from building massive armies, this may work, as players often use extra factories for the built time bonus.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 24, 2021 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
Another way (for the player) is to turn all factories into FactoryPlants that increase cost a little bit for every extra factory. If your intention is to prevent players from building massive armies, this may work, as players often use extra factories for the built time bonus.

That might work since FactoryPlant discounts (or in this case up-counts I suppose) don't affect the build times, so you still get that bonus.

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