Back to the actual topic:

I've took a bit of time I didn't have and put down some values and formulas for calculating good soldiers' cost.

It doesn't look good money-wise.

For a soldier with starting stats as follows:

TU | 60 |

STAMINA | 70 |

HEALTH | 35 |

BRAVERY | 60 |

REACTIONS | 60 |

FIRING ACC | 70 |

THROWING ACC | 70 |

STRENGTH | 35 |

PSISTR | 85 |

PSISKILL | 0 |

the player would have to pay around

**75945094,51 millions of dollars**.

Though for the more reasonable starting stats of:

TU | 50 |

STAMINA | 55 |

HEALTH | 25 |

BRAVERY | 50 |

REACTIONS | 50 |

FIRING ACC | 60 |

THROWING ACC | 50 |

STRENGTH | 30 |

PSISTR | 60 |

PSISKILL | 0 |

the player would have to pay only

**18 millions**. I could live with that once I started the manufacturing farms running.

The formulas I've devised are a bit hacky (had to do a little trick to avoid dividing by zero), but that's the best I can do without knowing the proper math for random distribution and/or statistics and/or probability.

Attaching the Excel file; no macros included, so if Excel asks about them then the file has been hijacked ;P.

So... how do I go about making a different class of

**purchasable** soldiers with the pre-screening process having to be researched first (and a reasearch and an Ufopaedia entry)?

Once you've seen a muton's head burst into a bloody mist with plasma fire, you don't feel their such a threat anymore.