piranha wrote:We will change city defence so you buy city defence and its not connected with city production. We are thinking that cities might have STR +0, 1, 2, 3.
City wall will have more levels, for example 8 levels where
1,2 = STR 0 Price 50g per level
3,4 = STR 1 Price 200 g per level
5,6 = STR 2 Price 600 g per level
7,8 = STR 3
When a city is captured it will lose 1 city wall level.
Do you think this would be good?
piranha wrote:We will introduce battering ram which is -1 and move 14, build time 3, cost 800
Catapult will be -2 move 10, cost 850
Dwarfs move at cost 1 in hills.
piranha wrote:New move speeds
Light inf 14 (-2)
Orc 14 (-2)
Minitaurs 14 (+2).
Heavy cav 20 (-4)
Light cav 22 (-2)
Gryphon 20 (-4)
Pegasi 22 (-2)
Giant 18 (-2)
Scout 18 (-2)
Elephant 14 (-2)
Unicorn 14 (-2)
piranha wrote:Unicorn will cancel terrain based bonuses instead of negative stack.
piranha wrote:Unit Medusa will be normal unit instead of ally. 7 STR, move 12, -1 stack, cost 1300, build 3
Ghost -1 stack instead of +1 stack
piranha wrote:I agree birds wont walk faster on roads then when they fly, but we have flying horses, not birds . If its still too good with the reduced speed and 1 extra turn we will change it,
I'm going to see if I can change archers +2 in forest to +2 vs fliers instead.
KGB wrote:I seem to recall it was 50 gold per level at strength 0, 100 per level at strength 1, 200 per level at strength 2 and 400 per level at strength 3. Basically the cost to upgrade doubled at each strength of protection.
So I think your upper costs are a bit much. Also with L7/8 both giving +3 there is no reason to upgrade to L8. I suggest you make 5,6,7=+2 strength and 8=+3 strength. Then you can have capitols start at L6 and other cities start between 3-5 as you deem appropriate.
Example (based on your numbers, assuming you make 5-7=+2 strength): A L1 walled city costs 50 to upgrade to L2 walls. It then costs 100 to upgrade to L3, 100 more to upgrade to L4 then 200 more to L5, 200 more to L6, 200 more to L7 and 400 more to L8. Total cost to go from L1-L8=1250 gold. That seems right since most cities won't get to L8 and will end up somewhere in between.
KGB wrote:Will Dwarf move of 1 cost in the hills apply to all units in the stack or just the Dwarf? If it's all units, then the Dwarf becomes much more useful.
KGB wrote:
Interesting. This concept did not exist in Warlords 2. It's a very powerful skill so I hope the unicorns continue to take 4 turns to make.
KGB wrote:So a Ghost and Medusa are basically the same unit in terms of what they do (-1 stack). The difference is one is an ally (Ghost) and one is a unit you can build (Medusa). Just want to make sure I understood it correctly as I have no opinion one way or another on this.
Its a very powerful skill, but we think it should be a bit less powerful than -2 in stack.
KGB wrote:SnotlingG,
I was thinking a bit more about the city wall levels and I think it may be better to change it slightly to:
1-2=+0
3-5=+1
6-7=+2
8=+3
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