Skip to content

Heroes 5.5 WarGame Edition - Tactical Edition.

User Avatar
#1211
Auto-translated
InoyOleh
The other day, I was wondering if it's necessary to build a Tier 1 dwelling in the main castle, as it slightly reduces the variety, but you decided to build a fort as well. In my opinion, a Town Hall + Tavern + Fort, or Tier 1, would be enough for a dynamic game. Tier 4 (buildings) is too much, in my opinion!
The variety compared to the old, rigid schemes (see the first post in the thread) has increased many times over.
If there used to be about 15-20 effective opening strategies, now there are 58 for humans (Tier 1 built) and 94 for the Dungeon (Guild built instead of Tier 1).

The advantages of Tier 1 at the start: greater variety on day 1, the option to immediately upgrade and accelerate, and you can have more tiers in total at the end of the opening (greater army diversity).
The advantages of a Tier 1 Guild at the start: greater variety in the starting spellbook, greater variety in opening strategies for building creatures.
The advantages of both (for different factions): where Tier 1 is not built, you can generally have slightly more expensive creatures (in terms of total cost). Since they have a weaker start (in terms of hit points), they need to add more to the opening to level the playing field by the end of the week.

Scouts will be increased from 5-15 to 6-18 (i.e., as strong as a Tier 1), but not Beasts. Compared to humans, the Dungeon has 3 tempo advantages that compensate for the starting disadvantage of not having Tier 1:
1) Scouts are stronger than Militia (6 x 250 = 1500 vs. 8 x 150 = 1200)
2) Minotaurs are stronger than Swordsmen (4 x 600 = 2400 vs. 5 x 400 = 2000)
3) Higher tiers are equal, but require fewer prerequisites in total (Citadel, Chamber of Intrigue, and Altar of Elements vs. Citadel, Stables, and Tier 1-2 Mage Guild)
If a Fort is built in the main city, will it choose the basic color (upgrade)? I really like the idea of choosing the basic upgrade (color).
It will be chosen automatically based on the class of the starting hero (i.e., to match the color of their starting troops). If you want to control the choice, choose a hero at the start. If not, leave it random. For now, it will be like this, but it may change if other options turn out to be better.

What I liked about the starting fort (and its absence in villages). The idea of paying for access to creatures is good. If you can immediately produce a lot of troops in a village without restrictions, then the value of capturing it is higher, and therefore the strength of the garrison needs to be increased. If there is a restriction, and it is expensive (a fort), then the garrison can be kept smaller, because the player will need to invest additional resources and tempo in developing the new production base. A smaller garrison means you can capture more villages more easily and quickly in the first week, i.e., higher expansion tempo. And whether you invest in developing creatures is already a question for each specific village; you don't need to focus on troops everywhere (sometimes it's better to build for money or magic).

Plus, what I wrote above: having a fort saves an entire tempo (produce 1 more type of creature). In my opinion, it is optimal to be able to end the week with 4-5 tiers, not 3-4. The fort is practically essential for building production capacity, and there is no way to avoid it, so having it from the start only expands the overall variety.
My answer: 4) increase the growth rate of Scouts and Beasts (I'm in favor of creatures with the same cost, such as Beasts and Swordsmen, or Archers and Scouts, having the same growth rate, plus or minus equal strength!).
Only Scouts will be increased. If Beasts are also increased, then the combination of Scouts + Beasts will always be more advantageous than Workshop + Minotaurs, and in addition, the Dungeon's opening will be stronger than the Human's opening.
My answer: Leave the Shipyard for last; for now, make it like the standard one.
Okay, I'll detach it from the castle.
Can't you make a limit on the amount of basic growth per week? Example: Militia - 8, Archers = 6, and so on. A limit on the number motivates training higher tiers.
I prefer when there is a limit like dark energy in Necromancy: the lower the tier, the more units you can "train."
No, you can't. And with any possible training settings, training Knights will be the most priority. This can only be avoided in two ways:
1) economic: make higher creatures less profitable to hire, and therefore less profitable for paid training (the standard way, but there, lower tiers are also weak, and it stops working if there is enough gold)
2) equal difference: make the difference between adjacent tiers (from Militia to Knights) the same: for example, if an Archer costs 250, a Swordsman 500, a Monk 750, and a Knight 1000 (WGE currently works partially: 250-400-600-1000)
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат