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Ideas and suggestions.

#827
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Just finished a game with Flet, where churches had a decisive impact on the final result – there were two of them, located right next to two of the opponent's main cities. Of course, one can argue that they need to be occupied to prevent the opponent from taking them, and that other strategies can be employed, but I have a different opinion. I remember that at one point, I even had to agree to a draw because of the churches – it was impossible to defend the cities. I think the right approach is to make them both costly and have a limited duration. For example, the entrance fee to a church could be 1000 at the beginning, and increase by 1000 each subsequent time. That is, yes, it's a strategic object, and it can sometimes play a very important role, but it shouldn't be infinitely free.
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