So, for this wargame of mine. I have the option open again to have "bodies" and "weapons" as cards. And combining them would result in a blueprint.

You then can start building/training the designed unit. And put it on a risklike map, with a sense of RPS.

[Don't worry about the balance. Each factor is weighted.]

The thing is. How complex can I make the combinations? And I am not talking about just bodies and weapons.

There are other possible cards. Like extra armor/shields. But also like an upgrade to any weapon, or mix some weapons.

**A. Is this level doable for players?**

The cost calculation is simple at first:

Body + Weapon

**B. Is this level doable for players?**

The upgrades of extra armor and shields depend on how fast this body goes. So, the player would see an extra base cost. But also an extra cost per movement.

**C. Is this level doable for players?**

The speed upgrades can only be applied if there are no armor/shield upgrades. The speed upgrade is depending on the costs of said body. Now comes for the tricky part. I think I need to include the body cards with a "basic" cost per movement speed. Thus such that if the speed upgrade is used. The player can easily add the extra costs.

**D. Is this level doable for players?**

Just like extra armor or shields. The damage can be upgraded. However, only the accuracy could be upgraded. Or the number of projectiles. You can have only 1 of the 2. Not both, since this would work exponential. Another thing I ponder is: Should I add a basic cost for a weapon to begin with? 1 That includes the attack range and is used for these upgrade cards? The upgrade card itself would simply be a level on top. And the actual weapon card needs to display how much the next level would cost. This for the number of projectiles. And for the accuracy if possible. Yet again, if an accuracy goes from 6 to 7. That would mean a projectile is added that has an accuracy of 1.

**E. Is this level doable for players?**

There is a third damage upgrade, the damage die upgrade. Turns out that most projectiles would follow the d6 -2 roll. Thus 5 and 6 damage are discarded. But the upgrade can increase this roll too. Adding 50% to the damage with 1 upgrade. I do not allow a second upgrade though. The same number is used as in D.

**F. Is this level doable for players?**

Finally, the last possible upgrade card. The one for attack range. If the damage is upgraded in one of the 3 ways above. The attack range may not be upgraded. This one works the same as the movement speed in C.

**G. Is this level doable for players?**

Some factors work exponential. Should I allow these? This way, you can have more health and more movement on the bodies. And of course more attack range while also more damage in several ways.

***

Perhaps I should have an possible upgrade list on each body and weapon card. And instead of a simple number...should I allow factors instead?

For example: A weapon that shoots missiles, costs 300 (I will search for a minimal later).

Number of projectiles starts at 3.

Upgrade costs +100 or +33% or *(one + 1/3rd per projectile)

Accuracy is 4.

Upgrade costs +75 or +25% or *(one + 1/4rd per accuracy)

Damage die is 4.

Upgrade costs +150 or +50% or *(one + 1/2nd)

Range is 3.

Upgrade costs +50 or +20% or *(one + 1/5th per attack range)

I know that the original cost is

100*3*(4/6)*(10/10)*((3*1.5+3)/5)=300

But players only see that 300.

And perhaps the 33%, 25%, 50% and 20%.

If all 4 upgrades are applied. We get:

100*4*(5/6)*(15/10)*((4*1.5+3)/5)=900

And the player would be doing:

300*1.33*1.25*1.5*1.2=900

Should I stick to additions and limit the number of upgrade cards? Or should I allow factors?

The game has been simplified.

Each card has a cost.

And if a stat can be altered by an upgrade card.

The upgrade and the new costs are shown.

I tried to have +1 and +1, so several steps can be taken. But I think I will be very specific.

Thinking of more like a table.

Column 1, the basic stats and the cost.

Column 2, for example, twice the health, and then the cost.

Column 3, for example, 50% more movement, and then the cost.

Column 4, both, and then the cost.

Column 2 and 3 could also be "+1" columns. Where the cost also gets something like "+1". And the 4th column will have this only for 1 of the 2 upgradable stats. While the other stat is a requirement.

Meh, i think it is still too complicated for most people. And I really am thinking of having only 1 stat being altered somehow.