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Resources - Changing the hiring cost of creatures.

#15
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Considering that opinions on this mod idea are roughly split, I would suggest the following: leave the original prices for the first upgrade of creatures (and the prices for non-upgraded creatures) unchanged, and create a "resource-based" pricing option for the second (alternative) upgrade of creatures (following this scheme: add resource costs to the hiring price, but the price itself is slightly lower than the original).
As a result, in each new game, you can act according to the circumstances: if resources are scarce, buy the first variant of upgraded creatures; if there is an abundance, buy the second variant.
All of this needs to be tested on a dozen diverse maps with different difficulty levels. And then adjust the prices if the test shows that it is necessary. I think this is a good approach. .... Overall, I liked the author's idea.