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Balance Asymmetries
Source-verified 2026-07-03 against
origin/claude/build84-cmdcon36(b1608b096). Paths are relative toMissions/[55-2hc]warfarev2_073v48co.chernarus/. This page is a reference only: no mission constants,Parameters.hpp, upgrade arrays, or balance values were changed for this lane.
This page collects current balance asymmetries that affect how WEST/EAST commanders, GUER players, and AI commander wildcard funding feel in the build84/cmdcon36 source. Use it before retuning economy, GUER kill-tech, upgrade dependencies, or wildcard weights.
| Area | Current shape | Why it matters |
|---|---|---|
| GUER stipend vs checkpoint toll | Stipend pays once per 60 s at 150 base, +10 per deficit town, capped at 450; checkpoint toll pays 250 x (1 + tier) every 30 s while the checkpoint survives. |
A held tier-0 checkpoint can pay 500/min, already above the stipend cap; higher tiers can dwarf stipend income while active. |
| GUER kill-tier pacing | Normal WEST/EAST kill bounty is 50% of unit price; IED-tagged kills pay 30%. Vehicle tiers default to 30/80/160 kills, explicitly doubled from 15/40/80. | Compared with the old thresholds and full-price kill income, unlock pacing can feel roughly 4x heavier in unit-price-equivalent terms, before stipend, capture cash, and tolls offset it. |
| CO vs GUE upgrade gates |
CO_US/CO_RU Supply L3 costs 8000 and Build Ammo requires Gear L5. GUE/CO_GUE Supply L3 costs 6000 and Build Ammo requires Gear L2. |
GUE-shaped configs carry earlier ammo-construction access and cheaper final supply than the CO main-side configs. |
| W1 War Chest sizing | W1 gives 25% of FUNDS_START; current WEST/EAST start funds are 30000, so W1 is 7500 funds. |
W1 is a top-up, not a late-game purchase by itself: ICBM L2 is 49500 funds plus 80000 supply, and late aircraft rows are in the 30k+ range. |
The baseline GUER player income loop pays each unique living resistance-player group every 60 seconds:
| Input | Current value | Source |
|---|---|---|
| Interval | 60 s | Server/Server_GuerStipend.sqf:19,52-53 |
| Base stipend | 150 funds per interval | Server/Server_GuerStipend.sqf:20 |
| Deficit-town bonus | +10 funds per GUER-start-town deficit | Server/Server_GuerStipend.sqf:21,77-80 |
| Cap |
baseRate * 3, so 450 funds per interval |
Server/Server_GuerStipend.sqf:80 |
| Payment path |
WFBE_CO_FNC_ChangeTeamFunds on each unique living GUER player group |
Server/Server_GuerStipend.sqf:82-94 |
The GUER checkpoint wildcard has a different cadence. Its inline constants document a 250-fund toll paid to GUER players per 30 s tick, scaled by tier, while the occupied side pays a supply tax and receives supply if the checkpoint is cleared (Server/Functions/AI_Commander_Wildcard_GUER.sqf:40-43,264-277,281-284).
| Checkpoint tier | Toll per 30 s tick | If held for a full minute |
|---|---|---|
| 0 | 250 | 500/min |
| 1 | 500 | 1000/min |
| 2 | 750 | 1500/min |
| 3 | 1000 | 2000/min |
That toll is event and survival dependent, not guaranteed income. The point is asymmetry: a successful checkpoint is bursty and tier-scaled, while the stipend is slow and capped.
GUER kill-tech is now pure cumulative kill count. The stipend loop reads WFBE_GUER_PLAYER_KILLS, computes WFBE_GUER_VEHICLE_TIER, and republishes both values every cycle for JIP durability (Server/Server_GuerStipend.sqf:45-49,55-59). The default thresholds are defined in constants:
| Unlock | Current default | Source |
|---|---|---|
| Vehicle tier 1 | 30 kills, comment says doubled from 15 | Common/Init/Init_CommonConstants.sqf:108 |
| Vehicle tier 2 | 80 kills, comment says doubled from 40 | Common/Init/Init_CommonConstants.sqf:109 |
| Vehicle tier 3 | 160 kills, comment says doubled from 80 | Common/Init/Init_CommonConstants.sqf:110 |
| M113 VBIED unlock | 50 kills, comment says doubled from 25 | Common/Init/Init_CommonConstants.sqf:111-114 |
The same source branch pays GUER kill bounty at a coefficient:
| Bounty path | Current value | Source |
|---|---|---|
| Normal GUER kill bounty coefficient | 0.5 x killed unit price |
Common/Init/Init_CommonConstants.sqf:80, Server/PVFunctions/RequestOnUnitKilled.sqf:144-152
|
| IED kill coefficient | 0.30 x killed unit price when the recent-IED stamp is within roughly 6 s |
Common/Init/Init_CommonConstants.sqf:81, Server/PVFunctions/RequestOnUnitKilled.sqf:134-145
|
The practical read is that kill-tech asks for twice the old kill counts while each normal kill pays half of unit price. This is not a literal universal 4x multiplier because target prices vary and GUER also has stipend, town-capture cash, checkpoint tolls, and VBIED payouts, but it is the core pacing asymmetry to keep in mind before retuning.
Upgrade index constants put Supply Rate at WFBE_UP_SUPPLYRATE = 6 and Gear at WFBE_UP_GEAR = 13 (Common/Init/Init_CommonConstants.sqf:43,50). Current CO and GUE-shaped configs then diverge on final Supply cost and Build Ammo dependency:
| Config | Supply L1/L2/L3 | Build Ammo dependency | Source |
|---|---|---|---|
Upgrades_CO_US.sqf |
2700 / 4800 / 8000 | Gear L5 | Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:39,109 |
Upgrades_CO_RU.sqf |
2700 / 4800 / 8000 | Gear L5 | Common/Config/Core_Upgrades/Upgrades_CO_RU.sqf:39,109 |
Upgrades_GUE.sqf |
2700 / 4800 / 6000 | Gear L2 | Common/Config/Core_Upgrades/Upgrades_GUE.sqf:39,109 |
Upgrades_CO_GUE.sqf |
2700 / 4800 / 6000 | Gear L2 | Common/Config/Core_Upgrades/Upgrades_CO_GUE.sqf:39,109 |
Treat these as side-config balance choices, not generated accidents. A source lane that changes Build Ammo or Supply costs needs to update every intended faction config deliberately and smoke the upgrade UI plus any AI commander upgrade worker that consumes the arrays.
The AI commander wildcard deck labels W1 as War Chest with weight 17 and says it grants AI funds equal to +25% FUNDS_START (Server/Functions/AI_Commander_Wildcard.sqf:12-14,600-604). Humans are always eligible; AI commanders skip W1 when their treasury is already at least 2x start funds (Server/Functions/AI_Commander_Wildcard.sqf:332-336).
Current starting funds are:
| Side | Start funds | W1 bonus |
|---|---|---|
| WEST | 30000 | 7500 |
| EAST | 30000 | 7500 |
| GUER | 20000 | 5000 if a path uses the GUER start constant |
Sources: Common/Init/Init_CommonConstants.sqf:1203-1205 for start funds and Server/Functions/AI_Commander_Wildcard.sqf:603-604 for the 25% calculation.
Sizing context:
| Late-game spend anchor | Current value | Source |
|---|---|---|
| ICBM/SCUD upgrade L1 | 18000 funds + 10000 supply |
Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:44, Common/Config/Core_Upgrades/Upgrades_CO_RU.sqf:44
|
| ICBM/SCUD upgrade L2 | 49500 funds + 80000 supply |
Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:44, Common/Config/Core_Upgrades/Upgrades_CO_RU.sqf:44
|
| AI SCUD buy treasury threshold | 60000 funds | Common/Init/Init_CommonConstants.sqf:963 |
| US AH-64D / A-10C rows | 34707 / 32320 funds | Common/Config/Core/Core_US.sqf:221,225 |
| Conventional Takistan SCUD row | default 28000 funds |
Common/Config/Core/Core_TKA.sqf:160, Common/Config/Core/Core_US.sqf:195
|
So W1 is useful cash relief, especially for an active human commander team, but its current 7500 WEST/EAST size is far below several late-game unlock or vehicle spends.
Use a separate source lane for any gameplay change. The likely edit points are:
| Desired review | Source owner |
|---|---|
| Stipend rate/cap | Server/Server_GuerStipend.sqf |
| Checkpoint toll/tax/clear values | Server/Functions/AI_Commander_Wildcard_GUER.sqf |
| Kill bounty coefficients and kill-tier thresholds |
Common/Init/Init_CommonConstants.sqf, Server/PVFunctions/RequestOnUnitKilled.sqf
|
| Build Ammo and Supply asymmetry |
Common/Config/Core_Upgrades/Upgrades_CO_US.sqf, Upgrades_CO_RU.sqf, Upgrades_GUE.sqf, Upgrades_CO_GUE.sqf
|
| War Chest weight, eligibility, or size |
Server/Functions/AI_Commander_Wildcard.sqf, Common/Init/Init_CommonConstants.sqf
|
For source changes, edit Chernarus first, propagate maintained Vanilla roots with LoadoutManager, and smoke at least the relevant UI/reward path. Do not mix a docs-only balance reference with a live retune.
- Economy, towns and supply - wider economy and supply model.
- GUER insurgent player economy - stipend, kill bounty, kill-tier depot rebuild, and GUER player loop.
- GUER insurgents faction overview - faction-level shape and restrictions.
- Upgrades and research atlas - upgrade arrays, player UI, server workers, and authority notes.
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