Supply Cost: Difference between revisions

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Add complete breakdown of calculating unit supply cost
 
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A squad’s total supply cost is the sum of:
A squad’s total supply cost is the sum of:
* '''Base personnel cost''' (for a [[Squad Leader]] or a [[Pilot]], shown as Supply Cost in-game)
* '''Base personnel cost''' (for a [[Squad Leader]] or a [[Pilot]], shown as Supply Cost in-game)
* '''Promotion tax''' (per promotion on that character)
* '''Squaddie tax''' (infantry only; based on number of [[Squaddie|squaddies]] assigned)
* '''Squaddie tax''' (infantry only; based on number of [[Squaddie|squaddies]] assigned)
* '''Equipment costs''' (infantry/vehicle weapon/armor/specials/accessories; infantry weapon and armor are scaled by entity count)
* '''Equipment costs''' (infantry/vehicle weapon/armor/specials/accessories; infantry weapon and armor are scaled by entity count)
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! Lead type !! Star level !! Base supply cost
! Lead type !! Star level !! Base supply cost
|-
|-
| Squad Leader || 1★ || 4
| Squad Leader || 1★ || 0
|-
|-
| Squad Leader || 2★ || 20
| Squad Leader || 2★ || 20
|-
|-
| Squad Leader || 3★ || 40
| Squad Leader || 3★ || 30
|-
|-
| Pilot || 1★ || 10
| Pilot || 1★ || 10
|-
|-
| Pilot || 2★ || 40
| Pilot || 2★ || 30
|-
|-
| Pilot || 3★ || 80
| Pilot || 3★ || 70
|}
|}
=== Promotion tax ===
Every time a character is [[Promotion|promoted]], an additional supply surcharge is added. The tax starts at 0 and increases linearly with the number of promotions the character has.
*Promotion tax per promotion* (by star level):
{| class="wikitable"
! Star level !! Tax per promotion !! Max promotions
|-
| 1★ || 5 || 7
|-
| 2★ || 10 || 7
|-
| 3★ || 15 || 7
|}
'''Formula:'''
: <code>PromotionTax = Promotions × TaxPerPromotion(StarLevel)</code>


=== Squaddie tax (infantry squads) ===
=== Squaddie tax (infantry squads) ===
Infantry squads also pay an additional cost for every [[Squaddie]] assigned to the squad. This represents the overhead of fielding more bodies in a single squad.
Infantry squads also pay an additional cost for every [[Squaddie]] assigned to the squad. This represents the overhead of fielding more bodies in a single squad.


*Squaddie tax per squaddie* (based on squad leader star level):
{| class="wikitable"
{| class="wikitable"
|+ Squaddie tax per squaddie* (based on squad leader star level)
! Squad Leader star level !! Tax per squaddie !! Squad squaddie cap
! Squad Leader star level !! Tax per squaddie !! Squad squaddie cap
|-
|-
| 1★ || 2 || 8
| 1★ || 6 || 8
|-
|-
| 2★ || 5 || 8
| 2★ || 13 || 8
|-
|-
| 3★ || 10 || 8
| 3★ || 22 || 8
|}
|}


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=== Infantry special exception ===
=== Infantry special exception ===
If an infantry squad equips an [[Infantry Special]] weapon, the squad leader is considered to carry the special weapon instead of the standard squad weapon. In this case, the '''Infantry Weapon''' entity count is reduced by 1:
If an infantry squad equips an [[Special_Weapons|Infantry Special]] weapon, the squad leader is considered to carry the special weapon instead of the standard squad weapon. In this case, the '''Infantry Weapon''' entity count is reduced by 1:


: <code>InfantryWeaponEntities = TotalEntities − 1(Or Squaddies count)</code>
: <code>InfantryWeaponEntities = TotalEntities − 1(Or Squaddies count)</code>
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== Vehicles ==
== Vehicles ==
Vehicle squads add supply from:
Vehicle squads add supply from:
* The [[Pilot]] (base cost + promotion tax)
* The [[Pilot]] (base cost)
* The vehicle hull/chassis (e.g.Light Walker)
* The vehicle hull/chassis (e.g.Light Walker)
* Installed [[Vehicle Modules]] (weapons/support modules)
* Installed [[Vehicle Modules]] (weapons/support modules)
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=== OCI ===
=== OCI ===
* [[OCI]]: '''AI Controlled Logistics''' — reduces '''total vehicle cost''' by 15% per stack, additive, up to 60%.
* [[OCI]]: '''AI Controlled Logistics''' — reduces '''total vehicle cost''' by 15% per stack, additive, up to 60%.
* [[OCI]]: '''Auto Supplies''' — '''+5% to maximum supplies''' available for each mission.


=== Perks ===
=== Perks ===
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A practical step-by-step method:
A practical step-by-step method:


# Determine squad type: [[Infantry]] or [[Vehicle]].
# Determine squad type: [[Infantry]] or [[Vehicles|Vehicle]].
# Add base cost of the leader (SL or Pilot).
# Add base cost of the leader (SL or Pilot).
# Add promotion tax for that leader.
# If infantry: add squaddie tax based on squaddie count and SL star level.
# If infantry: add squaddie tax based on squaddie count and SL star level.
# Add equipment costs (weapons/armor/specials/accessories), using the appropriate entity count.
# Add equipment costs (weapons/armor/specials/accessories), using the appropriate entity count.
Line 119: Line 101:


== Worked examples ==
== Worked examples ==
=== Example 1: Achilleas’ vehicle squad (Light Walker) ===
'''All examples for Patch 0.7.0. The current release might deviate from these values!'''
[[File:example1.png|thumb|200px|Achilleas’ vehicle squad (Light Walker)]]


A 3★ [[Pilot]] leading a Light Walker with a Swarm launcher and ammo:
=== Example 1: Achilleas’ Autocannon Medium Walker ===
[[File:Ex1 Achilleas Walker.png|thumb|alt=Achilleas is operating a Medium Walker with two Autocannons, Ammo, and Ceramic Plating.|Example 1: Achilleas' Medium Walker]]
 
A 3★ [[Pilot]] operating a Medium Walker with double MK20A3 BC Autocannons, Vehicle Ammo, and Ceramic Plating:


{| class="wikitable"
{| class="wikitable"
! Component !! Cost
! Component !! Cost
|-
|-
| Pilot base cost (3★) || 80
| Pilot Base Cost: 3★ || 70
|-
|-
| Promotion tax (2 promotions × 15) || 30
| Vehicle: [[Medium Walker]] || 400
|-
|-
| Light Walker || 160
| Weapons: 2x [[MK20A3 BC Autocannon]] (55 x 2) || 110
|-
|-
| Swarm launcher || 50
| Accessory 1: [[Vehicle Ammo Case]] || 15
|-
|-
| Ammo || 15
| Accessory 2: [[Ceramic Plating]] || 15
|-
|-
! Total !! '''335'''
! Total !! '''610'''
|}
|}


This matches the loadout total shown in the UI.


=== Example 2: Darby’s infantry squad ===
[[File:example2.png|thumb|200px|Darby’s infantry squad]]


A 3★ [[Squad Leader]] with two promotions, squad weapon, ammo, and squaddie tax:
 
 
=== Example 2: Pike’s Rifle Infantry Squad ===
[[File:Ex2 Pike Squad.png|thumb|alt=Pike leads a full infantry squad with Hammer battle rifles, Mag Pouches, and Marine Infantry Body Armor.|Example 2: Pike's Rifle Infantry Squad]]
 
A 2★ [[Squad Leader]] with squad weapon, Marine combat armor, ammo, and squaddie tax:


{| class="wikitable"
{| class="wikitable"
! Component !! Cost
! Component !! Cost
|-
|-
| Squad Leader base cost (3★) || 40
| Squad Leader Base Cost: 2★ || 10
|-
|-
| Promotion tax (2 promotions × 15) || 30
| Squad Weapons: [[BR6A1 HaMER]] (20 supply cost x 9 squad members) * 0.5 (from "This Is My Rifle" perk) || 90
|-
|-
| Squad weapon total || 63
| Squad Armor: [[Marine Infantry Body Armor]] (15 supply cost x 9 squad members) || 135
|-
|-
| Ammo || 5
| Accessory: [[Accessories#Miscellaneous|Magazine Pouches]] || 5
|-
|-
| Squaddie tax (3★ rate 10 × 6 squaddies) || 60
| Squaddie Tax: 2★ (9 × 8 squaddies) || 72
|-
|-
! Total !! '''198'''
! Total !! '''312'''
|}
|}


''Note:'' The weapon line in the UI shows “Infantry Weapon x7” for this loadout, indicating 7 equipped entities (Squad Leader + 6 squaddies). The per-entity base cost for the weapon can be inferred as <code>63 / 7 = 9</code> for this item in this build.
''Note:'' In this example, Edwin Pike has the perk [[This Is My Rifle (Perk)|This Is My Rifle]], which reduces the cost of Squad Weapons by 50%. Since the squad doesn't have a special weapon, Pike himself carries another HaMER squad weapon, resulting in a total of 9.
 
=== Example 3: Darby’s Stealth Infantry Squad ===
[[File:Ex3 Darby Squad.png|thumb|alt=Darby leads a full Infantry Squad with MP3A9 "SOF" SMGs, M320 SSW SOC, REND Ammo, and NVGs.|Example 3: Darby's Stealth Infantry Squad]]
 
A 3★ [[Squad Leader]] with squad weapon, special weapon, Jaeger Fatigues, REND Ammo, Night Vision, and squaddie tax:
 
{| class="wikitable"
! Component !! Cost
|-
| Squad Leader Base Cost: 3★ || 30
|-
| Squad Weapon: [[MP3A9 "SOF" PPP]] || 104
|-
| Infantry Special Weapon: [[M320 SSW SOC]] || 40
|-
| Armor: Jaeger Fatigues (5 supply cost x 9 squad members) || 45
|-
| Accessory 1: [[Accessories#Ammunition|REND Ammo]] || 20
|-
| Accessory 2: [[Accessories#Miscellaneous|Night Vision Goggles]] || 15
|-
| Squaddie Tax: 3★ (16 x 8 squaddies) || 128
|-
! Total !! '''382'''
|}
 
''Note:'' The weapon line in the UI shows “Infantry Weapon x8” for this loadout, indicating 8 equipped entities (8 squaddies). The per-entity base cost for the weapon can be inferred as <code>104 / 8 = 13</code> for this item in this build. Because her squad is equipped with a Special Weapon, Darby herself carries the selected M320 SSW SOC instead of an MP3A9 "SOF" PPP.
 
=== Example 4: Ivey's Wheeled Tank Destroyer ===
[[File:Ex4 Ivey Tank Destroyer.png|thumb|alt=Ivey is operating a Light Troop Carrier with Long Barreled Tank Gun, coaxial MMG, Ammo, and Smoke Launchers.|Example 4: Ivey's Wheeled Tank Destroyer]]
 
A 1★ [[Pilot]] operating a Light Troop Carrier with Long Barreled Tank Gun, CMG50 MMG, Vehicle Ammo, and Smoke Launchers:
 
{| class="wikitable"
! Component !! Cost
|-
| Pilot Base Cost: 1★ || 10
|-
| Vehicle: [[Light Troop Carrier]] || 220
|-
| Heavy Vehicle Weapon: [[Long Barreled Tank Gun]] || 60
|-
| Light Vehicle Weapon: [[CMG50 MMG]] || 35
|-
| Accessory 1: [[Vehicle Ammo Case]] || 15
|-
| Accessory 2: [[Smoke Launchers]] || 10
|-
! Total !! '''350'''
|}

Latest revision as of 14:10, 30 June 2026

Supply Cost

Supply Cost is the mission deployment cost system in MENACE. Every deployed unit (infantry(squad) or vehicle), including its personnel, promotions, squad size, and equipment loadout, consumes a certain amount of supply. The mission deployment screen shows the current total as Utilized / Max supply; exceeding the maximum prevents deployment until costs are reduced.

What supply represents

Supply abstracts the logistics burden of bringing a force into a mission area: personnel overhead, training/seniority, squad size overhead, equipment issuance, and vehicle allocation.

Supply is calculated per squad, then summed across all squads in the force.

Supply cost components

A squad’s total supply cost is the sum of:

  • Base personnel cost (for a Squad Leader or a Pilot, shown as Supply Cost in-game)
  • Squaddie tax (infantry only; based on number of squaddies assigned)
  • Equipment costs (infantry/vehicle weapon/armor/specials/accessories; infantry weapon and armor are scaled by entity count)

Base personnel cost

The unit's lead character sets the base personnel cost:

  • Infantry units use the Squad Leader’s cost.
  • Vehicle units use the Pilot’s cost (pilots lead vehicles; they are not a squad).
Lead type Star level Base supply cost
Squad Leader 1★ 0
Squad Leader 2★ 20
Squad Leader 3★ 30
Pilot 1★ 10
Pilot 2★ 30
Pilot 3★ 70

Squaddie tax (infantry squads)

Infantry squads also pay an additional cost for every Squaddie assigned to the squad. This represents the overhead of fielding more bodies in a single squad.

Squaddie tax per squaddie* (based on squad leader star level)
Squad Leader star level Tax per squaddie Squad squaddie cap
1★ 6 8
2★ 13 8
3★ 22 8

Formula:

SquaddieTax = SquaddieCount × TaxPerSquaddie(SLStarLevel)

Equipment scaling (weapons, armor, specials)

Many infantry loadout items scale with the number of entities that must be equipped.

Entity count

For infantry, the typical equip count is:

TotalEntities = 1 (Squad Leader) + SquaddieCount

Weapons and armor commonly scale as:

ItemCost = PerEntityBaseCost × EquippedEntities

The loadout UI indicates the equipped entity count as xN next to the equipment category (e.g., “Infantry Weapon x7”).

Infantry special exception

If an infantry squad equips an Infantry Special weapon, the squad leader is considered to carry the special weapon instead of the standard squad weapon. In this case, the Infantry Weapon entity count is reduced by 1:

InfantryWeaponEntities = TotalEntities − 1(Or Squaddies count)

(Armor still typically scales with the full entity count unless otherwise specified by the item.)

Vehicles

Vehicle squads add supply from:

  • The Pilot (base cost)
  • The vehicle hull/chassis (e.g.Light Walker)
  • Installed Vehicle Modules (weapons/support modules)
  • Accessories (if present)

Cost modifiers

Some OCIs and perks reduce supply costs. These are applied to the relevant subtotal (e.g., vehicle-only reductions should apply to vehicle hull/modules/ammo totals, while armor-only reductions apply only to armor).

OCI

  • OCI: AI Controlled Logistics — reduces total vehicle cost by 15% per stack, additive, up to 60%.
  • OCI: Auto Supplies+5% to maximum supplies available for each mission.

Perks

How to calculate a squad’s supply

A practical step-by-step method:

  1. Determine squad type: Infantry or Vehicle.
  2. Add base cost of the leader (SL or Pilot).
  3. If infantry: add squaddie tax based on squaddie count and SL star level.
  4. Add equipment costs (weapons/armor/specials/accessories), using the appropriate entity count.
  5. Apply applicable cost reductions to the relevant subtotals.
  6. Sum all parts to get the squad’s total supply.

Worked examples

All examples for Patch 0.7.0. The current release might deviate from these values!

Example 1: Achilleas’ Autocannon Medium Walker

Achilleas is operating a Medium Walker with two Autocannons, Ammo, and Ceramic Plating.
Example 1: Achilleas' Medium Walker

A 3★ Pilot operating a Medium Walker with double MK20A3 BC Autocannons, Vehicle Ammo, and Ceramic Plating:

Component Cost
Pilot Base Cost: 3★ 70
Vehicle: Medium Walker 400
Weapons: 2x MK20A3 BC Autocannon (55 x 2) 110
Accessory 1: Vehicle Ammo Case 15
Accessory 2: Ceramic Plating 15
Total 610



Example 2: Pike’s Rifle Infantry Squad

Pike leads a full infantry squad with Hammer battle rifles, Mag Pouches, and Marine Infantry Body Armor.
Example 2: Pike's Rifle Infantry Squad

A 2★ Squad Leader with squad weapon, Marine combat armor, ammo, and squaddie tax:

Component Cost
Squad Leader Base Cost: 2★ 10
Squad Weapons: BR6A1 HaMER (20 supply cost x 9 squad members) * 0.5 (from "This Is My Rifle" perk) 90
Squad Armor: Marine Infantry Body Armor (15 supply cost x 9 squad members) 135
Accessory: Magazine Pouches 5
Squaddie Tax: 2★ (9 × 8 squaddies) 72
Total 312

Note: In this example, Edwin Pike has the perk This Is My Rifle, which reduces the cost of Squad Weapons by 50%. Since the squad doesn't have a special weapon, Pike himself carries another HaMER squad weapon, resulting in a total of 9.

Example 3: Darby’s Stealth Infantry Squad

Darby leads a full Infantry Squad with MP3A9 "SOF" SMGs, M320 SSW SOC, REND Ammo, and NVGs.
Example 3: Darby's Stealth Infantry Squad

A 3★ Squad Leader with squad weapon, special weapon, Jaeger Fatigues, REND Ammo, Night Vision, and squaddie tax:

Component Cost
Squad Leader Base Cost: 3★ 30
Squad Weapon: MP3A9 "SOF" PPP 104
Infantry Special Weapon: M320 SSW SOC 40
Armor: Jaeger Fatigues (5 supply cost x 9 squad members) 45
Accessory 1: REND Ammo 20
Accessory 2: Night Vision Goggles 15
Squaddie Tax: 3★ (16 x 8 squaddies) 128
Total 382

Note: The weapon line in the UI shows “Infantry Weapon x8” for this loadout, indicating 8 equipped entities (8 squaddies). The per-entity base cost for the weapon can be inferred as 104 / 8 = 13 for this item in this build. Because her squad is equipped with a Special Weapon, Darby herself carries the selected M320 SSW SOC instead of an MP3A9 "SOF" PPP.

Example 4: Ivey's Wheeled Tank Destroyer

Ivey is operating a Light Troop Carrier with Long Barreled Tank Gun, coaxial MMG, Ammo, and Smoke Launchers.
Example 4: Ivey's Wheeled Tank Destroyer

A 1★ Pilot operating a Light Troop Carrier with Long Barreled Tank Gun, CMG50 MMG, Vehicle Ammo, and Smoke Launchers:

Component Cost
Pilot Base Cost: 1★ 10
Vehicle: Light Troop Carrier 220
Heavy Vehicle Weapon: Long Barreled Tank Gun 60
Light Vehicle Weapon: CMG50 MMG 35
Accessory 1: Vehicle Ammo Case 15
Accessory 2: Smoke Launchers 10
Total 350