Money for blood

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Morningwarrior
Posts: 62
Joined: Mon Apr 29, 2019 7:44 pm

Money for blood

Post by Morningwarrior » Thu Sep 19, 2019 7:10 pm

This take make mercenary units have no more "leaving"effect.
Turns:10
Cost:8
Glory to doritos,remember.

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SirPat
Posts: 83
Joined: Tue Apr 30, 2019 6:39 am
Location: Bulacan, Philippines

Re: Money for blood

Post by SirPat » Fri Sep 20, 2019 2:24 am

what do you mean
(explain)
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Endru1241
Posts: 320
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Money for blood

Post by Endru1241 » Fri Sep 20, 2019 6:43 pm

I think it's clear - Genoesse Crossbow and Disband Knight have "leaving" effect when produced. When timer on leaving is 0, then they dissapear. To counter this You have to bring to them money couriers (or fishing boat) and sacrifice them activating "pay mercenary" ability. After paid they stay 3 turns longer.

This research, while long would make Disband Knight 2 turns Cavalier, so a big no.
To research cavalier You need 12 turns and it already makes other melee cavalry outdated.
2 turns unit having similar stats is just too much.
Besides I don't know if it even could be implemented (without code change).

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Morningwarrior
Posts: 62
Joined: Mon Apr 29, 2019 7:44 pm

Re: Money for blood

Post by Morningwarrior » Wed Sep 25, 2019 9:01 am

well i'm glad that maybe my idea can be implemented in the game so at least to research this technology it can increase to 12-15 turns so why some mercenaries are strong like disband knight and still quick to produce.
Glory to doritos,remember.

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