Human Production Boost?

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Aral_Yaren
Posts: 342
Joined: Fri Nov 06, 2020 12:45 am

Human Production Boost?

Post 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.
There shall be times... when people across the world shall live in peace and harmony through their various diversities. I shall wait for it, even though it costs my life...
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Human Production Boost?

Post 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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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