I am once again asking for the quote of the month to be changed as it is now a new month - Mjmd

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Races, Units, Buildings

Buildings Tree

Buildings are divided into linear trees that no longer cross each other. The only exception is the Advanced tree, which contains buildings from the other trees and is only available to certain races.

Experience
Buildings that boost the starting experience of units produced in the city.
Barracks
125 to build, 0 maintenance. All units start as regular.

War College
450 to build, 2 maintenance. All units start as veteran.
Requires : Barracks

Military
Buildings that give access to new military units.

Smithy

80 to build, 1 maintenance. Unlock Swordsmen.  Unlock bowmen (requires Sawmill) and cavalry (requires stables).
The first tier military unit production building.

Armory : Removed
Removed because there aren't enough military units for quite a lot of races to fill 4 tiers.

Fighter's Guild
250 to build, 4 maintenance. Unlock Halberdiers.
Requires : Smithy
The second tier military unit production building.

Armorer's Guild
400 to build, 6 maintenance. Unlock racial unit(s) where available. Unavailable before 1406.
Requires : Fighter's Guild
The third tier military unit production building.

Stables
60 to build, 2 maintenance. Unlock Cavalry type units (also requires the appropriate tier building of the main branch), and add 2 production.
Requires : Smithy

Fantastic Stables
500 to build, 5 maintenance. Unlock flying top tier units. Unavailable before 1406.
Requires : Stables, Fighter's Guild
Alternative top tier building for flying units.

Ship Wright's Guild
50 to build, 1 maintenance. Unlock Trireme
Requires : Sea
The first tier naval unit production building.

Ship Yard
120 to build, 2 maintenance. Unlock Galley
Requires : Ship Wright's Guild
The second tier naval unit production building.

Maritime Guild
250 to build, 3 maintenance. Unlock Warship
Requires : Ship Yard
The top tier naval unit production building.

Religion
Religious buildings give power and reduce unrest.

Shrine
120 to build, 1 maintenance. Reduce unrest by 1, generate 2 power. Unlock Shaman.


Temple : Removed
Does not do anything different from all other military buildings, this building was quite redundant and meaningless.

Cathedral
400 to build, 2 maintenance. Reduce unrest by 1, generate 6 power plus 3 for each active Nightshade.
Requires : Shrine

Magic
Magic buildings give various magical benefits, including power and research.

Library
40 to build, 1 maintenance. Generate 2 Research.

Sage's Guild
300 to build, 4 maintenance.  Generate 9 Research.
Requires : Library
The primary source of research available in cities, now does not produce anything else, nor is required to unlock anything. This gives players the option to invest heavily into research on long term.
Are we happy with the amount of research?


Alchemist's Guild
150 to build, 3 maintenance.  Generate 2 power. All units start with magical weapons. Enables use of Nightshade.
Requires : Library

Wizard's Guild
600 to build, 5 maintenance.  Generate 10 Power and 3 Research. Unlock Magicians where available.
Requires : Library
I'm not 100% sure we need research on a power/military building?

Amplifying Tower
900 to build, 20 maintenance.  Owner's Casting Skill is +7 higher. (works like the +10 from Archmage)
Requires : Alchemist's Guild

Production
Buildings which boost your production capability

Sawmill
100 to build, 4 maintenance.  Generate 8 production.
No longer requires forests.

Miner's Guild
150 to build, 2 maintenance.  Increases production by 25%. Increases ore bonuses by 50%.
No longer requires mountains.

Gold
This tree only contains the Marketplace, as other gold producing buildings are in the Advanced tree.

Marketplace
90 to build, 0 maintenance.  Generates 8 gold.

Food
Buildings which boost your food production, growth rate and max population.

Granary
80 to build, 2 maintenance.  Increases max population by 2 and growth by 20, and produces 2 food.

Farmer's Market
100 to build, 3 maintenance.  Increases max population by 3 and growth by 30, and produces 3 food.
Requires : Granary, Marketplace

Forester's Guild
100 to build, 1 maintenance.  Produces 3 food. Increases production by 10%.
Requires : Sawmill.
Still requires a Forest tile to build.

Animist's Guild
240 to build, 3 maintenance.  All farmers produce an additional food.
Requires : Forester's Guild, Granary

Advanced
This serves as an additional resource production branch, available only to selected races.

Builder's Hall
40 to build, 0 maintenance. 50% faster Housing rate. Unlock other buildings in the branch. Unlock Engineers.

University
140 to build, 3 maintenance. Generate 5 research.
Requires : Builder's Hall.

Parthenon
200 to build, 2 maintenance. Generate 4 power and reduce 1 unrest. Unlock Priests.
Requires : Builder's Hall

Bank
200 to build, 2 maintenance. Earn 30% more money in the city.
Requires : Builder's Hall, Marketplace

Merchant's Guild
400 to build, 3 maintenance. Earn 40% more money in the city.
Requires : Builder's Hall, Ship Wright's Guild

Oracle
300 to build, 3 maintenance. Reduce unrest by 3, increase visibility around town to 4.
Requires : Builder's Hall, Shrine

Mechanician's Guild
200 to build, 3 maintenance.  Increases production by 35%. Unlock Catapult.
Requires Miner's Guild, University.

Miscellaneous
Other buildings which don't fit into any tree.

City Walls
75 to build, 1 maintenance.  Provides defense during combat.


Colosseum (new)
300 to build, 0 maintenance.  Raises Fame by 5, reduces unrest by 1.
Requires : Smithy, Barracks
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Generic units

Units I believe need no change are green. Those I think might need further adjusting are red.


Melee
Spearmen
Cost : 10
Melee Attack : 2
Ranged Attack : none
Defense : 1
Health : 1
Movement : 2
Resistance : 4
Figures : 6
Abilities : None


Swordsmen
Cost : 30
Melee Attack : 3
Ranged Attack : none
Defense : 3
Health : 1
Movement : 2
Resistance : 4
Figures : 6
Abilities : Large Shield


Halberdiers
Cost : 60
Melee Attack : 5
Ranged Attack : none
Defense : 4
Health : 2
Movement : 2
Resistance : 5
Figures : 6
Abilities : Negate First Strike

Cavalry
Cost : 40
Melee Attack : 5
Ranged Attack : none
Defense : 2
Health : 3
Movement : 5
Resistance : 4
Figures : 4
Abilities : First Strike

Ranged
Bowmen
Cost : 30
Melee Attack : 1
Ranged Attack : 3 (8 ammo)
Defense : 1
Health : 1
Movement : 2
Resistance : 4
Figures : 6
Abilities : none


Shaman
Cost : 50
Melee Attack : 2
Ranged Attack : 3 (ammo 4)
Defense : 3
Health : 1
Movement : 2
Resistance : 6
Figures : 4
Abilities : Healer, Healing Spell, Purify


Magicians
Cost : 120
Melee Attack : 1
Ranged Attack : 7 (4 ammo)
Defense : 3
Health : 1
Movement : 3
Resistance : 8
Figures : 4
Abilities : Caster 20 (can always cast Fireball), Missiles Immunity


Catapult
Cost : 70
Melee Attack : -
Ranged Attack : 15 (10 ammo)
Defense : 2
Health : 10
Movement : 1
Resistance : 3
Figures : 1
Abilities : Long Range, Wall Crusher

Naval
Trireme
Cost : 60
Melee Attack : 12
Ranged Attack : -
Defense : 4
Health : 15
Movement : 3
Resistance : 6
Figures : 1
Abilities : -


Galley
Cost : 100
Melee Attack : 14
Ranged Attack : 9 (8 ammo)
Defense : 4
Health : 20
Movement : 3
Resistance : 8
Figures : 1
Abilities : -


Warship
Cost : 140
Melee Attack : 16
Ranged Attack : 14 (12 ammo)
Defense : 5
Health : 30
Movement : 4
Resistance : 8
Figures : 1
Abilities : Long Range
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Races

Arcanus

Barbarians
Population Growth: +90
Outpost Growth: +30%
Forbidden Buildings: Builder's Hall, Cathedral, Miner's Guild, Library, Fantastic Stables, Armorer's Guild
Standard Units: Spearmen, Swordsmen, Bowmen, Cavalry, Shaman, Trireme, Galley, Warship
Specials: Settlers cost 100
Unit modifiers:
  • -1 resistance
  • Pathfinding (not on Cavalry)
  • Thrown (1 on Spearmen, 2 on Swordsmen, 3 on Cavalry)

Berserkers (Fighter's Guild)
Cost: 100
Melee Attack: 7
Ranged Attack: 3 Thrown
Defense: 3
Health: 3
Movement: 3
Resistance: 3
Figures: 6
Abilities: Pathfinding, +1 to hit.

Gnolls
Population Growth: +60
Outpost Growth: Normal
Forbidden Buildings: Builder's Hall, Fantastic Stables, Fighter's Guild, Maritime Guild, Amplifying Tower, Wizards Guild.
Standard Units: Spearmen, Swordsmen,  Halberdiers, Trireme, Galley
Specials: None
Unit modifiers:
  • -1 resistance
  • +2 swords
  • +1 movement

Wolf Riders (Smithy,Stables)
Cost: 80
Melee Attack: 7
Ranged Attack: -
Defense: 3
Health: 5
Movement: 5
Resistance: 4
Figures: 4
Abilities: Pathfinding, Scouting III

Jackal Riders (Armorer's Guild,Stables)
Cost: 150
Melee Attack: 6
Ranged Attack: -
Defense: 3
Health: 3
Movement: 3
Resistance: 4
Figures: 8
Abilities: Fear


Halflings
Population Growth: +60
Outpost Growth: +40%
Forbidden Buildings: Barracks, Armorer's Guild, Stables, Animists Guild, Shipyard
Standard Units: Spearmen, Swordsmen,  Shaman, Magicians, Trireme, Catapult
Specials: Farmers produce food as though there was an Animist's Guild
Unit modifiers:
  • Lucky
  • -1 sword for Spearmen, Swordsmen and Shamans
  • +2 figures for Swordsmen
  • +50% cost

Slingers (Fighter's Guild)
Cost: 100
Melee Attack: 1
Ranged Attack: 4 (6 ammo)
Defense: 1
Health: 1
Movement: 2
Resistance: 5
Figures: 8
Abilities: Lucky

High Men
Population Growth: +60
Outpost Growth: +10%
Forbidden Buildings: Fantastic Stables
Standard Units: Spearmen, Swordsmen, Bowmen, Cavalry, Engineers, Trireme, Galley, Warship, Catapult
Specials: None
Unit modifiers:
  • -2 resistance
  • +2 figures for Magicians

Pikemen (Fighter's Guild)
Cost: 75
Melee Attack: 4
Ranged Attack: -
Defense: 2
Health: 2
Movement: 2
Resistance: 4
Figures: 8
Abilities: Armor Piercing, Negate First Strike

Priests (Parthenon)
Cost: 100
Melee Attack: 3
Ranged Attack: 4 (4 ammo)
Defense: 4
Health: 2
Movement: 2
Resistance: 6
Figures: 4
Abilities: Healing, Healer, Purify, Resistance to All +1.


Paladins (Armorer's Guild, Cathedral)
Cost: 240
Melee Attack: 6
Ranged Attack: -
Defense: 5
Health: 5
Movement: 4
Resistance: 8
Figures: 4
Abilities: Armor Piercing, First Strike, Illusions Immunity, Death Immunity, Holy bonus 1


High Men have average growth but high unrest, bad racial unrest tables, and very poor resistance on their units. Their good military units should warrant these disadvantages, but other races have pretty good military as well now, so I'm starting to have some doubts.

High Elves
Population Growth: +20
Outpost Growth: +20%
Forbidden Buildings: Maritime Guild, Colosseum
Standard Units: Spearmen, Swordsmen, Halberdiers, Cavalry, Magicians, Trireme, Galley, Catapult
Specials: Produces 0.5 power per population
Unit modifiers:
  • +1 resistance
  • +1 to hit
  • Forester
  • +20% cost

Longbowmen (Smithy, Forester's Guild)
Cost: 50
Melee Attack: 1
Ranged Attack: 3 (8 ammo)
Defense: 2
Health: 1
Movement: 2
Resistance: 6
Figures: 6
Abilities: Long Range, Forester, +1 to hit


Elven Lords
Cost: 160
Melee Attack: 5
Ranged Attack: -
Defense: 4
Health: 4
Movement: 4
Resistance: 10
Figures: 4
Abilities: Armor Piercing, First Strike, +2 to hit, Poison Immunity.


Pegasai
Cost: 120
Melee Attack: 4
Ranged Attack: 3 (8 ammo)
Defense: 4
Health: 4
Movement: 5
Resistance: 10
Figures: 4
Abilities: Flying, +1 to hit


Klackon
Population Growth: +110
Outpost Growth: +20%
Forbidden Buildings: War College, Fantastic Stables, Ship Yard, University, Cathedral, Bank, Merchant's Guild
Standard Units: Spearmen, Swordsmen, Halberdiers, Engineers, Trireme
Specials: 3 hammers from Workers, -4 unrest in Klackon cities owned by Klackons
Unit modifiers:
  • +2 defense

Stag Beetle (Armorer's Guild, Stables)
Cost: 160
Melee Attack: 15
Ranged Attack: 5 Fire Breath
Defense: 7
Health: 20
Movement: 4
Resistance: 7
Figures: 1
Abilities: -


Lizardmen
Population Growth: +70
Outpost Growth: +50%
Forbidden Buildings: Builder's Hall, Miner's Guild, Stables, Ship Wrights Guild, Forester's Guild, War College, Sage's Guild
Standard Units: Spearmen, Swordsmen, Halberdiers, Shaman
Specials: Settlers costs only 120 and move 2, -1 unrest in Lizardmen cities owned by Lizardmen
Unit modifiers:
  • Swimming
  • +1 health

Dragon Turtle (Armorer's Guild)
Cost: 100
Melee Attack: 10
Ranged Attack: Lightning Breath 5
Defense: 9
Health: 20
Movement: 2
Resistance: 10
Figures: 1
Abilities: Fire Immunity

Javelineers (Fighter's Guild)
Cost: 75
Melee Attack: 5
Ranged Attack: 4 (6 ammo)
Defense: 3
Health: 2
Movement: 2
Resistance: 5
Figures: 6
Abilities: -

Ultra high growth paired with above average early-midgame units, access to sea, lowered unrest, faster settlers, this race has it all, and I think it might be overpowered. They even have some good late game buildings.

Nomad
Population Growth: +70
Outpost Growth: Normal
Forbidden Buildings: Armorer's Guild, Maritime Guild, Granary, Colosseum
Standard Units: Spearmen, Swordsmen, Magicians, Trireme, Galley, Catapult
Specials: Nomad cities have a +50% trade bonus, as though they had roads built for that amount, Settlers are 33% cheaper
Unit modifiers:
  • +3 resistance
  • Ranged 1 for Spearmen, Ranged 2 for Swordsmen

Pikemen (Fighter's Guild)
Cost: 75
Melee Attack: 4
Ranged Attack: -
Defense: 2
Health: 2
Movement: 2
Resistance: 8
Figures: 6
Abilities: Armor Piercing, Negate First Strike

Horsebowmen (Smithy, Stables)
Cost: 50
Melee Attack: 4
Ranged Attack: 4 (6 ammo)
Defense: 2
Health: 3
Movement: 5
Resistance: 7
Figures: 4
Abilities: -

Priests (Parthenon)
Cost: 100
Melee Attack: 3
Ranged Attack: 5 (4 ammo)
Defense: 4
Health: 2
Movement: 2
Resistance: 7
Figures: 4
Abilities: Healing, Healer, Purify

Rangers (Armorer's Guild, Forester's Guild)
Cost: 150
Melee Attack: 6
Ranged Attack: 7 (8 ammo)
Defense: 3
Health: 3
Movement: 3
Resistance: 8
Figures: 4
Abilities: Pathfinding, Poison Immunity

Griffins (Fantastic Stables)
Cost: 200
Melee Attack: 9
Ranged Attack: -
Defense: 5
Health: 10
Movement: 4
Resistance: 7
Figures: 2
Abilities: Flying, First Strike, Armor Piercing

Orcs
Population Growth: +90
Outpost Growth: +20%
Forbidden Buildings: None
Standard Units: Spearmen, Swordsmen, Bowmen, Magicians, Halberdiers, Cavalry, Shaman, Engineers, Trireme, Galley, Warship, Catapult
Specials: None
Unit modifiers:
  • -1 maintenance
  • No spearmen
  • Swordsmen cost 20 to produce

Wyvern Riders (Fantastic Stables)
Cost: 150
Melee Attack: 7
Ranged Attack: -
Defense: 5
Health: 10
Movement: 5
Resistance: 7
Figures: 2
Abilities: Poison 6

Horde (Armorer's Guild)
Cost: 75
Melee Attack: 6
Ranged Attack: -
Defense: 4
Health: 2
Movement: 2
Resistance: 4
Figures: 8
Abilities: Large Shield, Negate First Strike



Myrror

Beastmen
Population Growth: +60
Outpost Growth: Normal
Forbidden Buildings: Fantastic Stables, Ship Yard
Standard Units: Spearmen, Swordsmen,  Halberdiers, Bowmen, Engineers, Trireme, Catapults
Specials: Produces 0.5 power per population
Unit modifiers:
  • +1 health
  • +1 sword

Priests (Parthenon)
Cost: 100
Melee Attack: 4
Ranged Attack: 5 (4 ammo)
Defense: 4
Health: 3
Movement: 2
Resistance: 8
Figures: 4
Abilities: Healing, Healer, Purify

Centaurs (Stables, Fighter's Guild)
Cost: 60
Melee Attack: 4
Ranged Attack: 5 (6 ammo)
Defense: 1
Health: 4
Movement: 4
Resistance: 5
Figures: 4
Abilities: -

Manticores (Animists Guild)
Cost: 160
Melee Attack: 7
Ranged Attack: 1
Defense: 3
Health: 6
Movement: 3
Resistance: 6
Figures: 3
Abilities: Weapon Immunity, Flying, Poison 4, Scouting III

Minotaurs (Armorer's Guild)
Cost: 200
Melee Attack: 12
Ranged Attack: -
Defense: 4
Health: 12
Movement: 3
Resistance: 7
Figures: 2
Abilities: +2 to Hit, Large Shield

Dark Elf
Population Growth: +10
Outpost Growth: -33%
Forbidden Buildings: Maritime Guild
Standard Units: Spearmen, Swordsmen,  Halberdiers, Cavalry, Trireme, Galley, Catapults
Specials: Produces 1 power per population
Unit modifiers:
  • +2 resistance
  • Magic ranged 1 for Spearmen, 2 for Swordsmen, 3 for Cavalry and Halberdiers
  • +20% cost

Priests (Parthenon)
Cost: 120
Melee Attack: 3
Ranged Attack: 7 (4 ammo)
Defense: 4
Health: 2
Movement: 2
Resistance: 10
Figures: 4
Abilities: Healing, Healer, Purify

Nightblades (Armorer's Guild)
Cost: 150
Melee Attack: 5
Ranged Attack: -
Defense: 4
Health: 3
Movement: 2
Resistance: 7
Figures: 6
Abilities: Invisibility, Poison 2, Scouting 3
[/color]

Warlocks (Wizard's Guild)
Cost: 160
Melee Attack: 1
Ranged Attack:9 (4 ammo)
Defense: 4
Health: 1
Movement: 3
Resistance: 9
Figures: 4
Abilities: Doombolt Spell, Missile Immunity

Nightmares
Cost: 200
Melee Attack: 8
Ranged Attack: 8 (4 ammo)
Defense: 4
Health: 8
Movement: 4
Resistance: 12
Figures: 2
Abilities: +2 to hit, Flying

Draconians
Population Growth: +50
Outpost Growth: -10%
Forbidden Buildings: Mechanician's Guild, Fantastic Stables
Standard Units: Spearmen, Swordsmen,  Shaman, Halberdiers, Bowmen, Magicians, Trireme, Galley, Warship
Specials: Generates 0.5 power per population
Unit modifiers:
  • +1 resistance
  • +1 defense
  • Flying
  • Fire breath 1 for Spearmen, 2 for Swordsmen, 3 for Halberdiers
  • +50% cost

Doom Drakes (Armorer's Guild, Stables)
Cost: 240
Melee Attack: 10
Ranged Attack: Fire Breath 7
Defense: 5
Health: 10
Movement: 5
Resistance: 7
Figures: 2
Abilities: Fear, Flying, Fire breath 7, Scouting 3

Air Ship (Maritime Guild)
Cost: 200
Melee Attack: 5
Ranged Attack: 15 (10 ammo)
Defense: 5
Health: 20
Movement: 4
Resistance: 8
Figures: 1
Abilities: Wind Walking, Wall Crusher

Dwarves
Population Growth: +30
Outpost Growth: Normal
Forbidden Buildings: Stables, Colosseum, Sages Guild, Marketplace, Merchant's Guild, Wizard's Guild, Amplifying Tower.
Standard Units: Swordsmen,  Halberdiers, Engineers, Trireme, Galley, Warship, Catapults
Specials: Double gold from taxes, double effect of minerals, 3 production per worker.
Unit modifiers:
  • +4 resistance
  • +1 health

Hammerhands (Armorer's Guild)
Cost: 220
Melee Attack: 8
Ranged Attack: -
Defense: 4
Health: 4
Movement: 2
Resistance: 9
Figures: 6
Abilities: -

Steam Cannon (Miner's Guild, Smithy)
Cost: 100
Melee Attack: -
Ranged Attack: 17 (10 ammo)
Defense: 5
Health: 12
Movement: 1
Resistance: 9
Figures: 1
Abilities: Death Immunity, Long Range, Wall Crusher

Golem (Mechanician's Guild, Fighter's Guild)
Cost: 180
Melee Attack: 14
Ranged Attack: -
Defense: 9
Health: 20
Movement: 3
Resistance: 15
Figures: 1
Abilities: Death Immunity, Poison Immunity, Magic Immunity

Trolls
Population Growth: +60
Outpost Growth: -20%
Forbidden Buildings: Builder's Hall, Fantastic Stables
Standard Units: Spearmen, Swordsmen,  Shaman, Halberdiers, Magicians, Trireme, Galley, Warship
Specials: None
Unit modifiers:
  • +2 swords
  • +3 health (+4 health for Halberdiers)
  • -2 figures
  • Regeneration
  • +50% cost

War Trolls (Armorer's Guild)
Cost: 150
Melee Attack: 8
Ranged Attack: -
Defense: 4
Health: 8
Movement: 3
Resistance: 7
Figures: 4
Abilities: Regeneration

War Mammoths (Stables, Armorer's Guild)
Cost: 180
Melee Attack: 12
Ranged Attack: -
Defense: 6
Health: 12
Movement: 2
Resistance: 8
Figures: 3
Abilities: First Strike, Wall Crusher, Cold Immunity
Reply

Catwalk: Stealing this post to make room for an unrest table.

Racial Unrest

   

Reply

(March 11th, 2016, 09:26)zitro1987 Wrote: This post will be updated later when I have time about races:

Halberdiers: Still recommending 5 melee and 5 resistance and keeping cost at 70-ish given high cost of fighter's guild.

What about dropping the cost of the fighter's guild slightly instead? I find myself often just skipping halberdiers, not because they are too expensive or too weak, but because I don't bother to invest in the fighters guild till I need it for the armorer's guild (and for a number of races, the high tier unit like paladins, e. lords, etc does make the halberdier mostly redundant.

Overall, I agree nomad's need a bit of a boost. Not sure about High elves, they are probably current a bit too good if you can capture a neutral version with a race that can support them nicely, but fairly well balanced if you start with them, as their growth rate does hit them fairly hard. I feel any nerfs probably need to also be balanced by slightly higher growth rates (to compare, high men's early units are worse, but their end game units are mostly on par or better, and that extra 40 growth is significant). If you wanted to hit their early game slightly, could consider having most of their units lose a shield, but I feel that there should be at least a couple of fairly high resistance races on Arcanus.
Reply

Buildings Tree

Military Experience tree - no recommendations
I find the low upkeep costs (compared to military unit or economy buildings) puzzling but they get balanced by high building costs.

Military Unit production tree - no recommendations as long as race units follow a reasonably natural progression

Advanced buildings tree
*Bank and Merchant's - poor gold production given maintenance and being part of a generally cost-effective branch. Recommend 1-2 less maintenance.

Religion buildings tree

Shrine & Temple & Cathedral - the units unlocked are pretty good for the building costs, generally more efficient than military unit buildings of similar to higher cost. Recommend at least Priests requiring cathedral which make sense as that building is the most 'christian' looking one. Shaman might be too good for such an early building, but may be intentional for those lucky races like barbarian.

Magic buildings tree - no recommendations

Production buildings tree

Sawmill - the maintenance seems too forgiving for such a great effect. It's not really 8 production, it's 8 times terrain bonus which typically means 11-13. The idea of the early production does help the pace of the game and surely intentional.

Mechanician's Guild - production bonus doesn't seem good enough for the cost and maintenance.

Gold producing buildings tree

Marketplace - this is rather unbalanced and almost always worth purchasing for 180. Could be toned down or with higher cost.

Food producing buildings tree

Granary - 60 cost might be more appropriate, otherwise it's a less efficient and less powerful version of farmer's market. Granary in your game is far less useful than in original game.

Animist Guild & Forester's - food is useful, but with city production less reliant on workers and more on sawmill, costs may be a bit high (maintenance for animist)

City Walls - what if the defense bonuses boosted by +1 and city walls costing more, making it more influential?

Reply

(March 11th, 2016, 21:11)zitro1987 Wrote: *Bank and Merchant's - poor gold production given maintenance and being part of a generally cost-effective branch. Recommend 1-2 less maintenance.
Calculated the expected gold income and I agree, maintenance will be 2 and 3 in the next version instead of 3/5.

Quote:Shrine & Temple & Cathedral - the units unlocked are pretty good for the building costs, generally more efficient than military unit buildings of similar to higher cost. Recommend at least Priests requiring cathedral which make sense as that building is the most 'christian' looking one. Shaman might be too good for such an early building, but may be intentional for those lucky races like barbarian.
While Shaman are good, they are effectively countered by Resist Elements and Elemental Armor, and their damage is horrible against Swordmen, the most common unit in the early game. Shaman costs twice as much as bowmen, have less figures and the same attack rating. They have the worst damage output per cost of all military units.
I considered making Priests require the Cathedral and giving them more powerful stats, but that would mean far too late access to healing and purify, effectively making them worse, not better.

Quote:Sawmill - the maintenance seems too forgiving for such a great effect. It's not really 8 production, it's 8 times terrain bonus which typically means 11-13. The idea of the early production does help the pace of the game and surely intentional.
Assuming an average terrain with +30% production, it becomes 10.4 production. Assuming equal value of gold and production, it generates 6.4 resources after subtracting maintenance. The cost of the building is 100, so it takes roughly 15 turns to pay for itself, only after that is it producing an advantage. It's definitely good, but it's intentional. Higher maintenance would be difficult to pay in the early game where this is meant to be built.

Quote:Mechanician's Guild - production bonus doesn't seem good enough for the cost and maintenance.
I calculated and indeed it really is inefficient. I think it should have a higher bonus, especially as it does not come with a mineral bonus like Miner's Guild. It unlocks Catapults though which are not a bad unit.

Quote:Marketplace - this is rather unbalanced and almost always worth purchasing for 180. Could be toned down or with higher cost.
At 7 gold produced per turn (1 goes to maintenance), it would take 25 turns for this to pay for itself when bought. I prefer to spend my gold on Sawmills, Settlers, military units, military buildings or heroes. 25 turns are a lot!

Quote:Animist Guild & Forester's - food is useful, but with city production less reliant on workers and more on sawmill, costs may be a bit high (maintenance for animist)
While food might be slightly less important, the Forester's guild does generate production, and will eventually pay for itself on top of producing the food. Animist's Guild might look overpriced, but the increased farmer output means more people can be assigned to workers (if 10 farmers were needed to support the city, it brings that down to 7) so it can be used to generate production. Additionally, if you set everyone as farmers, the extra food can be sold for decent money. However, as it no longer reduces unrest, that should be considered, and maintenance need to be reduced by 1 or 2 to compensate.

Quote:City Walls - what if the defense bonuses boosted by +1 and city walls costing more, making it more influential?
I already feel it's quite powerful and has a large effect on combat. As most units have higher defense than in the original, this extra +3 is more relevant.
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(March 12th, 2016, 05:36)Seravy Wrote:
Quote:Marketplace - this is rather unbalanced and almost always worth purchasing for 180. Could be toned down or with higher cost.
At 7 gold produced per turn (1 goes to maintenance), it would take 25 turns for this to pay for itself when bought. I prefer to spend my gold on Sawmills, Settlers, military units, military buildings or heroes. 25 turns are a lot!

Not sure its unbalanced, but usually worth rushing after the sawmill in my experience. For the first few towns I find I need it to help pay for the sawmill and the other early scattered buildings/units. If the choice is slow build market->rush settler vs rush market->slow build settler, the second is always better since the two take about the same amount of time, but you get 5-6 extra turns of market output.
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(March 12th, 2016, 16:19)kjara Wrote:
(March 12th, 2016, 05:36)Seravy Wrote:
Quote:Marketplace - this is rather unbalanced and almost always worth purchasing for 180. Could be toned down or with higher cost.
At 7 gold produced per turn (1 goes to maintenance), it would take 25 turns for this to pay for itself when bought. I prefer to spend my gold on Sawmills, Settlers, military units, military buildings or heroes. 25 turns are a lot!

Not sure its unbalanced, but usually worth rushing after the sawmill in my experience. For the first few towns I find I need it to help pay for the sawmill and the other early scattered buildings/units. If the choice is slow build market->rush settler vs rush market->slow build settler, the second is always better since the two take about the same amount of time, but you get 5-6 extra turns of market output.
What if you build the settler before the marketplace? Same thing, it's always best to rush the first thing, question is, would that be the marketplace, the settler, or something entirely different (armory, granary, alchemist guild)? I don't think I've ever paid gold for my marketplaces, they are simply not urgent enough. If I have gold to blow on buying a building, then I don't need one that produces gold. Exception if I need the Farmer's Market for a slow race like Dark Elves then I might do that.
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(March 12th, 2016, 16:48)Seravy Wrote:
(March 12th, 2016, 16:19)kjara Wrote:
(March 12th, 2016, 05:36)Seravy Wrote:
Quote:Marketplace - this is rather unbalanced and almost always worth purchasing for 180. Could be toned down or with higher cost.
At 7 gold produced per turn (1 goes to maintenance), it would take 25 turns for this to pay for itself when bought. I prefer to spend my gold on Sawmills, Settlers, military units, military buildings or heroes. 25 turns are a lot!

Not sure its unbalanced, but usually worth rushing after the sawmill in my experience. For the first few towns I find I need it to help pay for the sawmill and the other early scattered buildings/units. If the choice is slow build market->rush settler vs rush market->slow build settler, the second is always better since the two take about the same amount of time, but you get 5-6 extra turns of market output.
What if you build the settler before the marketplace? Same thing, it's always best to rush the first thing, question is, would that be the marketplace, the settler, or something entirely different (armory, granary, alchemist guild)? I don't think I've ever paid gold for my marketplaces, they are simply not urgent enough. If I have gold to blow on buying a building, then I don't need one that produces gold. Exception if I need the Farmer's Market for a slow race like Dark Elves then I might do that.

Hmm, I guess I might mostly be thinking of games with high elf/high men/myr races where I want the farmer's market pretty fast yeah.
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