Skip to content
#98
Auto-translated
=Lizard=
I'll repeat, perhaps...

Create the following add-on for the HD mod:

1. You build a Mage Guild in some castle and receive certain spells.
2. When building a Mage Guild in another castle - you ALWAYS receive at least 1 new spell at each level of the Mage Guild compared to the construction in the first castle.
3. When building a Mage Guild in a 3rd, etc., castle - you also ALWAYS receive at least 1 new spell at each level.
4. This continues until all possible spells have been learned. After that, naturally, there will be complete duplicates across all levels of the Mage Guild.

Thus, we get the following picture:

1. Classic SoD (with chains of suckers to banks in distant zones, etc.) is not broken at all. The game remains absolutely the same. "SoD players" are happy.
2. control is definitely found not in the 2nd, but rather in the 6th castle. "WT players" are happy.
3. Additionally, the game becomes even more strategic from the point of view of defense and capturing seemingly non-essential castles.
A total of 15 spells at level 4 and 9 at level 5. This is clearly not 6 guilds in such a layout, but more. Even if you build 6 guilds, that's 168 of each resource. A slightly astronomical number. How many weeks would it take to collect these resources, to the detriment of the army and scouting (spending moves on every pile/cyclops mine). I don't see a way to collect this much by approximately 2 2 1, even if all efforts are put into it. And there you will inevitably lose to someone who, instead of pointless resource gathering, accumulated an army and sought a confrontation. Moreover, not in every game do you have 6 castles where you can build a Mage Guild.
In other words, this mechanism does not solve the problem.

Statistics

Welcome our newest member: dodoD0D0

Users Online 3 users 1474 guests