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Clan Wars – new faction mechanics.

#22
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One of the things in the game that I would like to address with this mod is the imbalance in the usefulness of hiring archers and creatures with high initiative compared to slow, low-initiative creatures, especially in the early game. At the same time, I want to make targeted adjustments rather than completely overhaul the vanilla game's "balance." I also don't want to equalize the initiative of all creatures. Since I'm not very good at "balancing," I would be glad to hear advice and suggestions from experienced players and modders. Here are some initial ideas. Please comment on them. Academy: Strengthen basic golems, possibly slightly weaken basic mages, to reduce the temptation to skip the former in favor of the latter. For example: Iron Golem - dmg 4-6 (+1+1), Mage - ini 9 (-1), att 8 (-2), def 8 (-2). Steel Golem - ini 8 (+1), Archmage - ini 9 (-1), att 8 (-2), def 8 (-2). Dungeon: Debuff both tiers of beasts, for example, -2 initiative or -1 speed (how else can I debuff them?). Buff basic Minotaurs in damage (4-8) and +1 initiative; the first tier inherits these changes and seems good already; for the second tier, damage 5-9 and something else (I want to leave the "vanilla" aura). Haven: I want to give the entire second tier -1 initiative, plus reduce the archer's damage to 2-6; in return, give the swordsman upgrades +1 min +1 max dmg. I don't want to give the Swordsman damage higher than the Orcish Warrior, so +2 hp, +1 attack for aesthetics. For Orcs and Dwarfs, everything seems fine. For the second tier of Necromancers and Demons, I'm not sure yet if anything needs to be done (other than the necessary buff for Fire Demons). If you have any ideas about which other creatures could be made more (or less) useful, please share them. P.S. Can anyone also tell me how to recalculate the Power Rating of creatures after changing their stats? P.P.S. The next step is to work on "Diplomacy." I have an idea to calculate the total Power Rating of all attached creatures and display it to all players. This will allow, for example, in Multiplayer, not to completely prohibit "Diplomacy," but to limit the total strength of the attached creatures (depending on the week or overall). And if someone exceeds the limit, it will be a violation of the rules, which the opponent will immediately know about. What do you think about this?

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