AT LAST!! I don't know any programming on Unity and don't have too much time to learn it (I'm more of a Python, Java and plain C dev) but AT LAST I can do something for this project, thanks for giving my the chance!Jay_H wrote:Does anyone recognize how a coherent formula could exist that adheres to the pattern shown here? (Click to make bigger)

After fiddling a bit (please post the actual spreadsheets, e.g. Google Drive, apart from images, copying everything into Excel is boring) I found the formula for the gold cost. It's:

Gold cost = 80 * ( Starting/4 + truncate(Starting/PerLevel) ).

Where truncate(a/b) would just be a/b in C (it's the C integer division, I'm writing truncate for easier reproducibility in spreadsheets).

Actually instead of Starting it might be Increase (or one instance of Starting and another of Increase - as in your examples both variables always have the same value, it's impossible to know, you would need to collect examples where both variables differ). But that formula fits perfectly all of your examples.

For the case of casting cost, I have the following formula which matches almost exactly all cases, except one (the first case of the first table, where the cost you list is 1635 and my formula gives 1636):

Casting cost = ( 60*Starting + 240*truncate(Starting/PerLevel) - 3 ) / 11

If I complicate things more, I can get an exact formula:

Casting cost = ( 60*Starting + 240*truncate(Starting/PerLevel) - 2*truncate(1/PerLevel) ) / 11

But I doubt this is the formula used in the game, as it's overly complex (if you start adding terms that correct the discrepancies, you can always make a formula that fits, but if you had to force it a lot it's a bad sign). Probably I'm missing something in this case. In the gold case I'm pretty sure the above formula was the one used, though, as it's quite simple.