We have been talking about balancing. Many of you who are plying are posting suggestions so I thought we could open a thread for it. I will post what our current "beta 2 setup" looks like and motivations for it.
All of the cheapest units will become more expensive because its more or less free right now to upgrade every city to defence level 2 (getting 3 productions in the city).
Income from cities is slightly lowered compared to beta 1.
No upkeep changes planed at the moment.
Bat - > move 26, cost 50g (move 28, 30g)
Scout -> cost 100g (20g) - Being able to move at cost 2 in all terrains is very good
Light Infantry -> 100g (50g)
Orc -> 150g, +2 or +3 swamp (70g, +2 open)
Heavy Inf -> 200g (300g) Is only half as fast as light cav and still cost the same
Light Cav -> No change
Archer -> +2 forest, 375g (+1 forest, 400g) No one ever buy archers at their current price / quality
Wolf -> 2 turns (1 turn)
Giant -> 600g (800g) They are slower and less powerful than heavy cav, why cost more..
Heavy Cav -> 750g (600g) Very good unit with its +2 open.
Minotaur -> No change
Pegasi -> 3 turns, 1050g (2 turns, 1000g) still well worth the investment with its +1 and flying
Catapult -> 900g (1000g)
Spider-> No change
Griffon -> 3 turns (2 turns)
Elephant -> str 6 (str 8)
Unicorn -> negative stack -1 (neg stack -2)
Unicorn is lowered to -1 because when heroes, items, allies,blessing and unit leveling are introduced in the game the -2 ability becomes too powerful. The negative stack becomes much better than the +stack ability.
Some allied units will also change before they are introduced. Archon and Devil will get their strength lowered a they are incredible hard to deal with when used right.
We are also going to change start units. There will be 2 groups, high level or low level and the game will randomly select a group that all players get their start units from.
Low group: Heavy cav, Minotaur, Giant, Catapult, Spider.
Hi Group: Unicorn, Elephant, Pegasi, Griffon.