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I have revised the creature growth systems.
The new schemes are based on two ideas:
1) Asymmetry (fundamental, structural differences) from Heroes 3.
2) Tiered progression (from Heroes 4 or 6 – whichever is more convenient).
In total, 3 tiers are introduced: A, B, and C for three-tiered schemes, and A, B-, B+, and C for four-tiered schemes. Roughly speaking:
- Tier A dwellings produce creatures costing 1000 gold.
- Tier B dwellings produce creatures costing 2000 gold (1500 for B-, 2500 for B+).
- Tier C dwellings produce creatures costing 4000 gold.
Why are both variations (3 tiers, 4 tiers) used at the same time? The principle of asymmetry, diversity. Both variations have their advantages and disadvantages, which may suit some factions and not others.
What is important: the tiers are NOT tied to the formal levels of creatures. For example, Necropolis may produce Necro Dragons, level 7, on tier B (mid-tier) with a small growth rate (everyone remembers that undead dragons are twice as weak as other level 7 units). This will allow for obtaining strong tanks in the mid-game in terms of quality, but not quantity.
What is the purpose of asymmetry? To ensure that each faction has its own, unique gameplay (the foundations of this were laid in the early Heroes 1-3, but were lost starting with part 4). Fundamentally different possibilities, preferences in choosing and implementing development strategies.
What is the purpose of tiered progression? I will try to explain using the example of a 5-scheme. Let's say that at the current point in time, the player has reached the development stage where the 2nd tier is unlocked. At this point, he has a choice of which creatures of this tier to focus on, the first ones (for example, many beasts) or the second ones (for example, few lizards). The fact is that these competitors are in the same weight category (in terms of total buyout cost), but differ in quality: abilities, stats, numbers. This is the point of the tiers, to provide a choice in a situation of equal competition.
What will happen next? Let's say the player chooses beasts. Next, he will have another building day, during which he will most likely either upgrade the beasts (additional bonus to numbers) or build support buildings (economy, magic). However, the possibility of building lizards still remains (unlike the tiers in Heroes 4), but it is not certain that he will use it, due to a lack of time. Since in another day, the player will already unlock the next development stage, tier 3, which contains more expensive and powerful buildings, from which he again has to choose (remember that in WGE, city tiers are every 2 days, not 3).
The schemes proposed below are still abstract (not tied to specific factions and not filled with specific creatures), so I am open to your suggestions.