The base is already a working map plus updated city schemes. Those interested in economics in Heroes and city building can give it a try.
Such a release can be made very quickly, allowing further work to proceed.
Map announcement from 2017:
Very cool news: during the development of the arena (which is currently being made by Foenix), it turned out to be technically possible to implement customizable serial city building over 1 day; this opens up the fundamental possibility to control not only the upgrade build, but also the city build—specifically, adjusting the amount of resources/magic/specific units and their upgrades in the city, tailoring it to a chosen strategy. There will no longer be questions about where random troop growths come from, as in RTA. The element of randomness can be preserved here by granting random resources each building turn.
How it works:
- via the city menu: enter city + (press "build"/B + buy building) repeat for every construction
- if it is necessary to skip a "turn" without building (accumulating resources), simply exit the city and have the hero visit the corresponding turn-skip object
Technically, this is implemented via scripts through a city transform that resets the fact of building on that day.
First player:
- start tavern + fort/guild (depending on race)
- 16 turns for building (7 first week, 7 second week, 2 third week)
Second player:
- start tavern + fort/guild + town hall
- 15 turns for building (7 first week, 7 second week, 1 third week)
On the 7th and 14th building turn, a pause is applied, allowing troops to be bought before they burn at the start of the next week. Firstly, this reflects WGE standard realities (unbought troops cannot be accumulated in the city), and secondly, it creates gold tension during the building phase, where you worry not only about maxing out meat growth but also about managing to buy them by the end of the corresponding week. Thirdly, the pause serves as a convenient marker that the building week has ended and a new one begins.
Update on the resource generation system.
Now, the chances of receiving resources directly depend on how much of that resource the player currently possesses.
Chance of generating 1 portion of a resource = (15-X)%, where X is the amount of that resource held by the player (2 times less for wood/ore).
Each building turn (including the first) generates 10 portions of resources. In the end, after construction finishes, an additional 30 portions of resources + 30 thousand gold are generated (simulating visiting utopias).
One portion may contain:
- 1 rare resource
- 2 wood or ore
- 500 gold (if no other resource was rolled)
The constant 15 is the base drop chance for a common resource; different races may have values of 20 or 25 for specialized resources (for example, humans have 20 for wood, ore, and crystals).
Player starting resources: 3 thousand gold, 6 each of wood/ore, 3 of each rare resource.
A fundamentally important rule—the more of a resource we spend, the faster it regenerates, and vice versa.
Each unit of spent resource increases the generation chance by 1% (wood or ore by 0.5%) in each portion.
Resource regeneration:
- 26% over 3 days (30 portions)
- 51% over 7 days (70 portions)
- 76% over 14 days (140 portions)
- 84% for the entire time from start to finish (150+30 = 180 portions)
This means that with an 84% probability, a resource spent on the first day will return to the player during the entire building process.
Added ROI for creatures built in weeks 1-2:
- Week 1 Garrison provides gold income at the end of week 2 equal to its cost
- Week 2 Garrison provides gold income at the end of construction (week 3) equal to its cost
Thus, creatures bought in week 1 pay off twice (ultimately bringing profit), while creatures from week 2 compensate for their hiring cost. Creatures bought in week 3 bring no income.
The additional gold grant at the end of construction has been reduced from 30 to 20 thousand.
ROI for early creatures allows meat builds to compete on equal footing with economic ones (with forced Capitol placement in week 1). This simulates a standard situation, as the more creatures we buy in the early stages of the game, the stronger mobs we can break and the more gold we can collect. Thanks to this, placing upgrades in the first week has become more profitable than in the second (and even more so than in the third), not by total meat bonus (which is constant), but by ROI.
Scripts for the new growth mechanics are already implemented and working (fort, Stronghold +100/200% growths for tiers 1-3, Castle +100% growths for tiers 4-6).
The only thing left to figure out is the final building day. In 2 weeks, a city can be built exactly 50% (14 out of 28 buildings, not counting the 4 starting ones).
It's definitely not the second week, as such terms only allow for troops totaling 40-60 thousand (1-1.5 times more than in duels).
And it's definitely not the fourth week, as there would be too much meat.
So, an optimal day on the third week will need to be chosen (or a random value from 1 to 7 can be set, totaling 15-21 building days).
The specificity of the third week is that it's no longer profitable to place basic dwellings (they won't have time to pay off); effectively, this is the week for polishing the main build (upgrades, Mage Guild, same auxiliary buildings).
Added after 23 minutes
Update: I'm thinking of making the last building day exactly 21 (end of week 3), without receiving week 4 growths. Then up to 80% of all buildings will be constructed (25 out of 32). If for some reason the income branch was ignored in weeks 1-2, then constructing a Capitol on week 3 even from scratch will still make sense for the build (ROI for Town Hall is 2 days, Magistrate and Capitol are 3 days).I'll also add:
A rating system has been introduced to evaluate the comprehensive efficiency of builds (meat, magic, spells). The rating is shown when visiting the Thieves Guild after construction ends.
Calculation principle:
= (total value of bought meat) / 10k
+ (total remaining gold) / 20k
+ magic
+ auxiliary (racial, smithy)
In this format, building a market will be equivalent to "skipping" a day without construction; for convenience, such a market can be rebuilt as many times as desired, however, it will only provide +1 to city level (as for real construction) after the first build. The ability to exchange resources at a 1:5 rate (as with 3 markets) is available on the map via an external market, which can only be activated if a Market was built in the city (i.e., at least 1 building turn was skipped).
Currently, the city Market on the map works almost exactly like this (as a skip of a day without construction); the only difficulty is how to technically increase the city level by +1 (probably try via an invisible Shipyard).
Added after 15 minutes
The general sense of city building turns out to be this:
- in week 1, main troops are placed (even t7 is available in week 1)
- in week 2, additional troops are placed
- in week 3, the build is polished (upgrades, income, magic)
Although upgrades and income are relevant in weeks 1-2 as well (both convert to extra gold), the Mage Guild in this format is specifically tailored for week 3.
Perhaps it makes sense to add guild floors to the garrison income to motivate building the MG in weeks 1-2. Then the fundamental difference between the MG and the same income branch would be that ROI comes not gradually, but in the long term (for MG in week 1—end of week 2; for MG in week 2—end of week 3).
Writing these scripts wouldn't take long either.
It would also be good to refine the ROI of the Smithy through the purchase of war machines (and add their total cost to the garrison income).
But these refinements (for the Smithy and MG) are non-essential; the primary release can proceed without them.