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AnotherGame is a mod for ToE 3.1.

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#59
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If the first player captures the second player's mines, the second player should still receive the resource, as intended by the game, because the increase applies to all players from the beginning of the first player's turn. I didn't even know that.
I didn't know that either, thanks for the information.
For now, the price of upgrading mines has been reduced to 5600. I'm considering adding an additional cost in the form of 5 or 3 rare resources for the race, so that players don't upgrade mines indiscriminately.
It's best to test it first, and then, based on the results, make plans to increase the price, in my opinion.
Each built warehouse reduces the cost of upgrading mines by half (rounded up).
In this context, the price of mine development should definitely be increased, up to 10,000 gold. Although, personally, I'm against such a change (the role of warehouses changes, and potentially in an unbalanced way – it could really lead to mass upgrades).
Removed evasion from all dwarven priests (neutral creatures were annoying to use it when they shouldn't).
It should be banned for the AI altogether, in my opinion (until the AI bug is fixed). And prevent it from being used for fleeing, if possible. After a player casts mass evasion, the AI always flees, as far as I remember.
The warehouse now costs 1000 gold, 10 stone, and 5 wood.
So, you decided to move away from the market rate and make the main resource more accessible (and the warehouse – a must-have)?
When capturing dwellings on the map, you can now convert them for your race for only 500 gold.
I am strongly against such a simplification of the game in the style of G6, and for so little (i.e., without a choice). Is a lack of homogeneous units not enough? It completely destroys the atmosphere.
Returned the old cost to the dwarven tower, as it is no longer banned in tournaments, as it was before.
Praise Urgash, they came to their senses. But I would probably increase the price slightly.
Разработчик Heroes 5.5 WarGame Edition.
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