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Heroes 5.5 WarGame Edition - Tactical Edition.

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In terms of economics, the following trend emerges: Low-level creatures are more promising in terms of development than high-level ones. This is because their weekly growth rate is often equal to or even higher than that of high-level creatures. This is related to the support provided by the Stronghold and Citadel. For example, when building monks, 5 of them appear (for a total cost of 3000), and the weekly growth rate is the same. But when building swordsmen under the Stronghold, 5 of them appear (for a total cost of 2000), but in the long run, the weekly growth rate will be 10 (for a total cost of 4000). Under the Citadel, the growth rate will be 15 (for a total cost of 6000). This is significantly more than for the monks. But the immediate effect (one-time arrival) of building monks is stronger. Another example: archers and griffins. Griffins require a Citadel. Under the Citadel, 6 archers appear at once (for a total cost of 1500) and 18 per week (for a total cost of 4500). Griffins, on the other hand, appear 3 at a time (for a total cost of 3000) and the same amount per week. In short, the most "promising" type of development (to get the maximum number of troops in the long run) is the natural one: build low-level units first, and only then high-level ones. But an early transition to high-level units, on the other hand, will give more advantages here and now, in the first week. Another interesting fact: the cost of top-tier creatures is comparable to the cost of top-tier buildings. For example, 1 Titan will cost 5000 + 2 gems, while the Capitol (the most expensive building in terms of gold) will cost 6000. In other words, hiring even 1 Titan/dragon and other legendary creatures is as significant as building the most important buildings, which will be reflected in the price. It is also worth considering that the arrival of resources from the map will occur more slowly: 1) each pile of rare resources will yield exactly 1 resource (instead of a random 2-4) or 2 wood/ore (instead of a random 4-7) 2) each pile of gold or chest will yield 500 gold (instead of a random 500-1500) Why is this done? To maximize the importance of strategic objects - mines - compared to one-time piles. And also for ease of calculation (the smaller the numbers, the easier it is to calculate). In fact, this means that everything becomes "more expensive" in terms of gold by a factor of 2. Because to collect the same 5,000 gold, you will have to consume as many as 10 chests. Hiring heroes also becomes twice as expensive. But, unlike the original, heroes will arrive with relatively strong starting armies (worth 3000).
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат