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Human Production Boost?

Posted: Sat Sep 17, 2022 1:41 pm
by Aral_Yaren
Just checked Advancement Center production booster, and current situation is:

Trader: cost 3 boost 2 turn
Merchant: cost 4 boost 2 turn
Businessman: cost 5 boost 3 turn
Treasurer: cost 6 boost 4 turn

That means:

1. Trader cost more efficient than Treasurer (higher cost same effect).

2. 3 cost 2 turn boost is really benefiting because other races pay 2 cost unit for only 1 boost (wisp, goblin looter, soul collector, even the free dwarf jewel mine).

3. Eventhough humans need to sacrifice 1 production base, it is impass aa the benefit is good enough for it (like dwarf mine rich gold but without its random chance as balancer).

4. It even doesn't have tech for balancer (orc has 2 tech costing 9 turn total (good old way of hamlet+awing sword+3 looter still rule but at slower pace), elf has 3 tech costing 15 turn total (really), ud has 1 tech costing 3 turn (good for them as grave digger corpse still rule so their old way of focusing important techs still rule too).

At the end of the day, there will be many human elite unit come earlier abusing this current system.

So Leader please fix this.

Re: Human Production Boost?

Posted: Sun Sep 18, 2022 6:22 pm
by makazuwr32
That actually is as planned.

There will be no changes to them at base but we might add some locking techs for them.