Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Town Points – Is development becoming too formulaic?
Points are just numbers; they don't really mean anything. It's like an "intoxication level" indicator in an RPG – you can have it, but why bother?
Damn, I wrote a whole essay on this topic, but there was a lag, and it all disappeared. In short:
In Heroes 3, the last building in almost all Castles required ALL the other dwellings from levels 1-6 (sometimes one wasn't needed; the Stronghold is a complete exception to the rule). Here, you don't know what to expect in a Castle with dragons – to build dragons, you only need 15 town points, and no one ever knows whether those 15 town points were spent on creatures or on auxiliary structures like the artifact merchant's shop... And where else is there such a cookie-cutter development system?
However, at the same time, there are amazing, direct, and obvious paths of development. There isn't a single Necropolis without zombies because you need a Crypt to build the Town Hall (8)). Why??? Probably for the same reason you need to build a Tower of Ghosts to build a Stronghold (which is a building, not a Castle, of course :cool:). I don't understand this at all, even though it's interesting. And in general, the Necropolis has a completely strange and unique Castle building scheme – what about the dragon, which can only be built after the Castle itself is built? (the only case). For the Mages, the mandatory construction of the Mage Guild is easily explained, at least