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1. You can mod obsolete weapons to be producible. Weapons like the 1817 rifle, Smoothbore springfield, and the smoothbore springfield carbine. For the weapons that aren't unlockable through projects, their equipment modifiers are all set to 0. So if you want to make them producable at the start of the game, change the line that corresponds with column "AU" (researched at start column) and set the equipment modifier line to any value above 0. You can now produce these obsolete weapons. For me personally, I may mod these weapons to something else entirely. Like using the 1817 rifle entry for an 1855 springfield, as an example.
2. Production factor effects the price of the weapons and the amount of weapons needed to reach a standardization of 100. As an example, I'm trying to mod the plains rifle to become "match target rifles" some confederate sharpshooters used, that were originally civilian hyper accurate target rifles. I've discovered increasing the production factor by 6, will increase the cost of a weapon by 100 dollars. So I wanted to match my new "target rifles" to a price comparable to whitworth rifles. I had to increase their production factor all the way up to 36 to reach a price around ~1300 dollars per rifle.
3. The equipment modifier column effects how long orders take to get fulfilled as standardization becomes greater than 0. Pretty much what my original post says, but doesn't seem to effect the price of the weapon. Also if the weapon has an equipment modifier of 0, it will be unable to be manufactured at all.
4. The line corresponding to column I (ROF B) increases the cost of a weapon, but not the column AK. So changing the line for column I will increase the cost of the weapon the higher the ROF is. However, the line for column AK is only for battle purposes.
5. Length of weapon and weight of weapon (columns AB through AE), seems to have no effect on the prices or anything else. At least for non artillery weapons.
6. Changing the lines for columns E and F, the range of the weapon affects the price. So an increase of range makes a weapon more expensive, and the counter of lowering ranges does the opposite.
7. Caliber, columns J and K, seem to have no effect on prices or delivery time.
8. Type of melee weapon shown, column AS, has no effecting on prices or delivery times. I just wanted to be sure this line is used purely for graphics.
9. Accuracy under column AI doesn't affect prices or delivery times.
10. Unless otherwise specified in the above lessons, all other lines/columns seem to have no effect on weapons prices or deliver times or pace of standardization.
Some cautionary notes, I would manipulate the weapons file directly rather than using the excel modding tool for the time being. The excel tool is still tooled up for 1.11 so far as I'm aware. In particular they've set the machine guns to an equipment modifier of 0, and if you use the excel tool for weapons, it will manipulate these fields greater than 0. So instead of a set amount of weapons for unlocking the project, you enable production of the machine guns.
Disclaimer, these lessons are not gospel. They're prone to my testing error or my misinterpretation of the effects I was seeing through individual tests. Sorry if I get something wrong.