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Money for blood ANSWERED

Posted: Thu Sep 19, 2019 7:10 pm
by Morningwarrior
This take make mercenary units have no more "leaving"effect.
Turns:10
Cost:8

Re: Money for blood

Posted: Fri Sep 20, 2019 2:24 am
by SirPat
what do you mean
(explain)

Re: Money for blood

Posted: Fri Sep 20, 2019 6:43 pm
by Endru1241
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To research cavalier You need 12 turns and it already makes other melee cavalry outdated.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).

Re: Money for blood

Posted: Wed Sep 25, 2019 9:01 am
by Morningwarrior
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.