Talk:Repair and training costs
Quality of Equipment?
You would think the quality of equipment will affect the cost of repair. After all, equipment does not affect wages. --Fodder 22:19, 14 July 2008 (CEST)
- and strange enough, maybe it doesn't at all... 85/85 for 8 men seems to follow the numbers given.--Fodder 08:25, 22 July 2008 (CEST)
- I am finding that my men with high EQ ratings are taking longer and costing more for repairs than the table lists. In order to really determine this, the table include columns for average EQ rating ((weap+armor)/2), and perhaps tracked separately for cav/inf. --Indirik 13:54, 24 July 2008 (CEST)
- Please, Indirik, do any change you think appropriate, or justified.
Intent?
It would be nice to link this page to some other one, as well, since I can't see a link from anywhere to here... For me to link I'd need to know, what's the intention of this page? Mentor lessons or to join a Guide? - Ta|i 09:24, 15 July 2008 (CEST)
- The page describes quite clearly what its content is going to be. The intention per se belongs to the user of the page not to the page itself. Mentor could use it even though it is a bit specific, but mostly it is a good way to calculate how much it will cost you to train your unit and repair their equipment. It is like info to which anyone can refer. --Castillo 06:04, 16 July 2008 (CEST)
- This really should be linked from somewhere. Otherwise it will get lost. --Indirik 22:50, 16 July 2008 (CEST)
- Not all pages need links, but in this case, as it was brought to the Academy of Knowledge, I have linked to it from there. --Tj 01:25, 18 July 2008 (CEST)
- Thanks Tj. By the way, it is quite interesting to see that there are big economies of scale for having more units; it cost a lot less per unit for bigger units.--Castillo 08:08, 20 July 2008 (CEST)
Already worked out?
I'm fairly certain that The1exile had these formula's mostly worked out, I seem to recall him and I discussing it in IRC at least twice. --Bannable 08:05, 6 November 2008 (CET)
Example with large unit
Here's an example with a large unit:
Glory of Enweil Captain Wolfgang (+5) Type: Archers Range: 4 lines Strength: 166 men Training: 67 % Weapons/Armour: 74% / 47% Damage: 66 % Morale: 87 % Cohesion: 95 % Combat Strength: 1086 Designation: army
Your troops' equipment is 66% damaged. It will cost about 24 gold and 53 units of metal to fix 10% damage. Repairing all damage will cost 158 gold and 346 units of metal. Repair 10% (24 gold, 9 hours) Repair 15% (36 gold, 14 hours) Repair 20% (48 gold, 18 hours) Repair 25% (60 gold, 23 hours) Repair 30% (72 gold, 27 hours) Repair 35% (84 gold, 32 hours) Repair 40% (96 gold, 37 hours) Repair 45% (108 gold, 41 hours) Repair 50% (120 gold, 46 hours) Repair 55% (132 gold, 50 hours) Repair 60% (144 gold, 55 hours) Repair 65% (156 gold, 59 hours) Repair all damage (158 gold, 60 hours)
In the name of science. ;) -Chénier 22:35, 19 October 2009 (UTC)
- Speaking of which, any reason why we can't repair just 5% at a time? My char gets 7 hours per turn, and it takes 9 hours to make any sort of repair... it'd be nice to be able to repair each turn. -Chénier 22:36, 19 October 2009 (UTC)
- Nice, that's quite a large unit! I've added it to the table. -- Corwyn 22:54, 19 October 2009 (UTC)