by BrutusButcher » Fri Aug 10, 2018 1:16 am
Thanks KGB, I always appreciate your insightful input for these maps.
The goal for this map was to promote the re-build city function, and to try to have it as a viable path to victory (without having too slow of a start). I am not yet sure if this goal was accomplished. AI (computer) players do not rebuild cities, so was challenging to try to assess how beneficial the rebuilding.
For newcomers to rebuilding,
All 4 city squares must be free of enemy units to rebuild. Only select units and heroes may rebuild (heroes can increase their build skill to make this much cheaper). Rebuilt cities have no initial production, so production will also need to be purchased.
1. The neutral cities having multiple defenders, low income, and limited production was intentional. This is to increase the attractiveness of rebuilding the razed cities.
2. There are 100 income buildings (farms, mines, sawmills, windmills, etc..), these have a higher importance than usual as the income is needed. We can re-assess after a few test plays, potentially can increase the income, or even add a random neutral at spiting distance of each starting position?
3. Excellent point KGB, I think I completely ignored that city in my test plays. I'll plan to modify/upgrade this in next version.
4. Yes, by design. Trying to promote those rebuilds.
The ruins are not overly plentiful, so the sorceress growth rate is slowed (especially if there are numerous players using this strategy). The sorceress might shine for stealing the usually undefended income buildings.
Possibly could add a medusa or ghost on second level ruins to slow sorceress done a bit?
DwarvenHero becomes attractive in mid to late game for his much cheaper rebuilds (I usually avoid him as the first or second hero however..)
Horselord is attractive early, can accumulate many of those farms to boost income early.