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Heroes VII

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#1072
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On the contrary, I quite liked the ability to spend wood or stone when building income-generating structures. Usually, there is some reserve of these resources, and much less gold is spent, which reduces the payback period. It's a joke that the Capitol used to cost 10k. In Heroes 7, I forgot what it was, but it was almost twice as much.
I deleted that post because I studied the income-generating structures, and the problem was only with the Capitol.

And the Capitol, with good dynamics, should cost less, around 6-8 thousand, or generate higher income than +2000, or have other bonuses. In Heroes 3, it also cost 10, but the real game dynamics were higher, and such a Capitol was not particularly relevant in Multiplayer.

Any excess of resources indicates that either the game/map is poorly balanced in general, or the game is not balanced for this stage, i.e., it has become excessively prolonged. Or it is a non-core resource that is supposed to be converted through the market. But wood/ore should normally be spent normally, as these are basic resources, and there should not be an excess accumulating.

I am negative about the idea of adding resources to the price of income-generating structures, because this is essentially a market exchange (we are converting resources into gold), which means that the exchange rate should be unfavorable. But in the case of such situational structures as the Capitol or the Warehouse, an exception is possible. In principle, this is how it was done.
Разработчик Heroes 5.5 WarGame Edition.
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