In CoH, your MP is a function of:270/min + (3/min/point) - upkeepThe way upkeep is actually calculated is on a per-entity basis. Resources are updated every 1/8th of a second. A single rifleman has 0.005 upkeep. There are 6 in a squad. Upkeep is evaluated 480 times in one minute. So calculated upkeep means:0.005 x 6 x 480 = 14.4MP/min upkeepLosing entities from the squad will mean lower upkeep. It's part of the reason why US and Soviets need to be more aggressive than other factions. By being in combat constantly, they can reduce the amount of upkeep they pay considerably.
QuoteJust what does the "extra reserves" upgrade in the Armory actually do?As far as i know, it gives modifier to players manpower upkeep by multiplying it with 0.7, i guess it reduces upkeep by 30%....
Just what does the "extra reserves" upgrade in the Armory actually do?
To put this in perspective, (If I understand correctly), assuming you have a 270 MP gain rate, at the instant the "weapons reserve" upgrade activates, your gain rate in the next tick would jump to ~385 MP gain rate.
The armoury itself grants a small (10%?) reduction in upkeep as well. Additionally, the CS reduces upkeep as it vets. These are the 3 ways Soviets can mitigate their upkeep.
...Q: What if I build 2-3-4 armory buildings? Every building will add 10% right? ...
I like the way you think but suspect if it is true it will soon go away. It is an exploit.BTW If you accidentally or purposely build multiple T2/T3 the game engine may not recognize you have built the various upgrades. Meaning no firebase and /or IS2. I don't know if this condition applies after you have unlocked all options and build say a second T2.
Am not sure they are additive, maybe this could help.http://forums.relicnews.com/showthread.php?144512-1.51-Production-upgrade&p=2251103#post2251103
Does the Zis ambulance contribute to the MP upkeep burden?