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Resources - Changing the hiring cost of creatures.

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I don't know about making the game drag on, but it will make resource gathering and mine profits a more significant factor when building a city close to its full potential. Of course, if there are many cities on the map, there will always be something to build, but in other cases, I find the idea useful. And, to prevent the game from dragging on, it might be worth reducing the number of resources required to build creature dwellings along with these new features.
Jantz, I would very much appreciate it if you could attach the mod and an image of it to the message. First, it won't be lost if the file storage period on the hosting expires. Second, the image can be viewed directly from the browser without downloading it to your computer via the hosting. If you are interested, you can find out how to do this here.
However, the idea of using resources when hiring creatures deserves attention in a different context, namely if the map starts with already developed cities that cannot be built up during the game (although, unfortunately, I have not encountered maps of this type, except for RTAs - but there it is an arena (leveling up + final battle), not a map).
But with such game changes, the very idea of such maps has gained meaning, which it did not have before.
 

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