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#109
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1. Why so many resource gatherers? The Haven faction barely has enough peasants to pay taxes.
2. Total mechanics are good, but there are many excesses of futurism. (You could even add walking laser tanks, and instead of "Armageddon," launch a nuclear bomb.)
3. By the way, about magic: what kind of magic will the Mechanics have? Will it be like everyone else's, or will they have their own exclusive spells, like runes and incantations?
4. Alt. upgrades - no comment.
5. If all units are mechanical, then buffs and debuffs won't affect them, and at the highest level, they will have high physical attack, physical defense, and resistance to Chaos magic. This means that the enemy must have 5-10 times more units to counter such soldiers. This is clearly unbalanced.

P.S. The drawings are beautiful; I hope you drew them yourself.


I understand; I'll answer point by point:
1. The number of resource gatherers can be reduced (for example, leave only one prospector, but he can then mine all resources).
2. I anticipated that the question of futurism would arise. In principle, it would be cool to add something like a "Hypermegaquadroanisotropicantineutron-------blah-blah-blah-------THIS-PART-OF-THE-NAME-IS-UNKNOWN-TO-SCIENCE-------and-so-on-and-so-forth-------blah-blah-blah------THIS-PART-OF-THE-NAME-IS-CENSORED----------THIS-PART-IS-ALSO-HIDDEN-SO-THAT-YOU-DON'T-ACCIDENTALLY-SWEAR-----blah-blah-----quasi-concentration-gravitational-ionizing" :smile07: cannon :D, but then it would be too much. I was thinking of limiting ranged units to gunpowder charges, and using a flamethrower in melee combat with some kind of flammable mixture (napalm :D, just kidding).
3. I can't say for sure; maybe create something like incantations and runes that increase armor or attack, or the hero could throw some kind of explosive items, spending resources in the process, or "repair" units, or create obstacles on the battlefield (spiky fences), or, for example, order a unit to attack immediately (an alternative to encouragement). If we leave standard magic, then perhaps fire spells would suit them.
4. Alt. upgrades - the first thing that came to mind.
5. :confused: what are "buffs and debuffs"? :confused: Regarding defense and attack, make them "within reason." For example, a horde of cyclops approaches, smashes a unit with their clubs, and gears fly out in all directions - that would be funny. Give serious armor to units of levels 5-7. The mechanics will most likely be vulnerable to cold and fire spells, except for the flamethrower (metal becomes brittle in the cold and melts in the fire). In general, I think we can fix it.
The plot can be set within the framework of a crossover with the old universe, linked to the plots of the Forbidden Forest and the Krygans (see the last pages of the Forbidden Forest topic).

Yes, that is quite possible. For example: the progenitor of the mechanical "race" grew up in the Silver Cities, in a noble family of wizards; he was a genius, but not very capable of magic, but he could invent mechanisms, invented gunpowder for the gremlins, and they use it in ranged combat.... He spent nights in libraries. One day, late at night, he fell asleep while reading a book and dreamed of the Forbidden Forest and the Krygans, but nothing about them was written in the books.... He participated in all diplomatic negotiations, visited the dwarves, elves, humans, even the dark elves and orcs, and learned many secrets. He also communicated with necromancers and some of the demons, for which they disliked him, and later condemned and exiled him. But he didn't despair; he had enough knowledge, and he decided to settle in one of the mountain ranges, which was very rich in "precious" ore for him. Here he began to build mechanical assistants for himself, later built a city, and created an army (initially for defense), etc., etc.; we can weave a plot.

P.S. I drew them myself
:eek: ....... И ВСЁ-ТАКИ ОН СУЩЕСТВУЕТ .......:eek:[/COLOR]