- Basic growth for levels 1-5 will be twice as high as it is now in WGE (for example, Druids: 4 instead of 2, Griffins: 6 instead of 3).
- When building a basic building, only half of the basic growth will be available for recruitment immediately (50%). Level 6-7 dwellings will provide 100% growth immediately (instead of 50%).
- When building an upgraded building, another half of the growth will be added (50%), and starting next week, the growth will increase by 100%. In other words, the effect will be exactly the same as with a repeated basic building; plus access to alternative unit versions. Upgraded level 6-7 dwellings will provide 100% growth immediately (instead of 50%).
- A Fort enhances basic dwellings of levels 1-5. All basic dwellings of levels 1-5, when built (after the Fort), provide an additional 50% of the basic growth. In other words, with a Fort built, all subsequent basic buildings provide the same growth as in the original game (100% upon construction, and 100% starting next week). The bonus does not apply to upgraded dwellings or dwellings built before the Fort.
- A Stronghold and a Castle increase the growth of basic dwellings of levels 1-5 starting next week. With a Stronghold, there is a +50% bonus; with a Castle, there is an additional +50% (total +100%).
- Level 6 and 7 dwellings provide 100% growth immediately upon construction (including upgraded versions). Bonuses from fortifications (Fort, Stronghold, and Castle) do not apply to them.
- Bonus dwellings (such as farms) increase the growth of basic and upgraded dwellings (if present) by 100%, starting next week.
As an example:
1. Peasants. Basic growth is 24 (was 12).
When building peasant huts, 12 peasants are immediately available for recruitment (and 24 starting next week).
With a Fort, after building the huts, 24 peasants are immediately available for recruitment.
When building peasant houses, an additional 12 peasants are immediately available for recruitment (total 24, or 36 with a Fort), and the peasant growth increases by 24 starting next week (total 48).
When building a Stronghold, the peasant growth increases by 12 starting next week (total 36 or 60 with an upgrade). When building a Castle, the peasant growth increases by another 12 starting next week (total 48, or 72 with an upgrade).
When building farms (bonus dwelling), the peasant growth increases by 24 starting next week, or by 48 if an upgraded dwelling is present.
For example, a series of buildings on week 1: Fort + Peasant Huts + Peasant Houses + Farms + Stronghold + Castle, will result in 36 peasants arriving immediately (12 for the Fort, huts, and houses). And on week 2, 120 peasants will arrive (24 for the huts and houses, 12 for the Stronghold and Castle, and 48 for the farms).
2. Knights. Basic growth is 4.
When building a Knight Arena, 4 knights are immediately available for recruitment (and 4 starting next week). When building a Paladin Order, an additional 4 knights are added (total 8), and the knight growth increases by 4 starting next week (total 8). No bonuses from fortifications apply to knights.
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Thus, the system is designed to provide higher growth rates than in the original game (due to upgrades and bonus dwellings). At the same time, the game accelerates to the endgame in 2-3 weeks. Because of this, by the time of the encounter, players will have significantly fewer troops than in the original game (in terms of numbers). But against this background, the army's recovery ability (from the city) is much higher, in case of repeated encounters.
City level caps will either be shifted from 1/3/6/9/12/15 to 1/3/5/7/9/11, or removed completely. This is a controversial issue. In its current form, the caps slow down the development of cities (especially secondary ones) and create a too linear building scheme. If the caps are removed completely, their function will be performed by links (the link mechanism in the original game was poorly developed, unlike Heroes 3).
The first player will start with a level 2 city (Tavern by default). In hotseat mode or with simultaneous turns disabled, the second player will start with a level 3 city (Tavern and Fort by default). The bonus for the second player is given as compensation for going second. With simultaneous turns, compensation is not needed (the second player will start with a Tavern, like the first).
Neutral cities on the map will be captured partially built, to motivate their subsequent parallel development (without lagging behind the starting city).
Added 24 minutes ago
P.S. The doubled basic growth system will allow for more substantial reinforcements from external dwellings. It will also significantly reduce the magical power of spellcasting units, which will allow them to be given stronger, more diverse, or reusable spells. Until now, spellcasting units in WGE suffered from a poor selection of spells (2-3) and many only cast one spell per battle (because magic was too powerful).