Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
Added 23 minutes ago
I calculated the balance of human unit growth according to the scheme.
Growth rates:
Militia 150 x (10-30) x 2
Archers 250 x (8-24)
Swordsmen 400 x (5-15)
Monks 600 x (5-10)
Knights 1000 x (4-8)
Griffins 1000 x (3-6)
Angels 3000 x 2
Fort, Stronghold: +100% growth rate for tiers 1-3
Castle: +100% growth rate for tiers 4-6
Upgrades: one-time increase = current growth rate (enhanced by fortifications)
Farms: double the growth rate of corresponding units (militia)
Training Grounds: training (upgrade) is free, limit = 8 units per week. This is done so that the limit can be reduced to reasonable levels (to prevent Knights from becoming too powerful), but at the same time, the building remains relevant and strong.
Maximum possible number of units hired by the second week:
Militia = 10 (base) + 10 (growth) x 3 (Stronghold or Castle) x 2 (farms) + 10 x 3 (upgrade) = 100 (total cost 15000)
Archers = 8 + 8x3 + 8x3 = 56 (total cost 14000)
Swordsmen = 5 + 5x3 + 5x3 = 35 (total cost 14000)
Monks = 5 + 5x2 (Castle) + 5x2 = 25 (total cost 15000)
Knights = 4 + 4x2 + 4x2 = 20 (total cost 20000)
Griffins = 3 + 3x2 + 3x2 = 15 (total cost 15000)
Angels = 2 + 2 + 2 = 6 (total cost 18000)
Fortress, Stronghold: +100% growth rate for tiers 1-3
Castle: +100% growth rate for tiers 4-6
Upgrades: one-time bonus equal to the current growth rate (enhanced by fortifications)
Farms: double the growth rate of corresponding creatures (militia)
I would do it this way: Fortress - tiers 1-2, Stronghold - tiers 1-4, Castle - tiers 3-6 (if a growth bonus for tiers 1-2 isn't needed).
Regarding Upgrades, I've decided that they will be enhanced by modifications, but should the bonus equal the base value? (perhaps that's better than just 100 or 200% of the base).
Do Farms double the base growth rate or the growth rate with modifications? If it's only the base, that's fine, but if it's with the Fortress bonus, I think it's too much.
Farms double the current growth rate because the base +10 militia per week is not very useful. Currently, farms under a Castle or Stronghold will increase the militia growth from 30 to 60.
Not bad, but I think tier 3-4 is too similar and shouldn't be divided. Also, I think giving Fortress the ability to speed up tier 3 units is too much (it didn't speed up units in the standard game).
I would do it like this: Fortress - tiers 1-2, Stronghold - tiers 1-4, Castle - tiers 3-6 (if a boost for tiers 1-2 isn't needed).
P.S. I think the unit stats are pretty much finalized. Now we need to look at the other factions. I think we should first create pre-release building schemes for all factions, and then adjust the various upgrade options for Fortress and other buildings accordingly. And then, as you said, we can balance the growth rates.
Of course, different growth schemes can be considered, but the main thing is that it should be possible to select such growth rates that will provide balance (wide variability).
the main thing is to be able to find such upgrades for them that will maintain balance (wide variability).

Angels, in addition to Monks, require an additional level 2 Mage Guild.
1. Militia = (8-48) x 150, max 7200 (with farms)
2. Archers = (6-18) x 250, max 4500
3. Swordsmen = (5-15) x 400, max 6000
4. Monks = (5-10) x 600, max 6000
5. Knights = (4-8) x 1000, max 8000
6. Griffins = (3-6) x 1000, max 6000
7. Angels = 2 x 3000 = 6000
Fort, Stronghold: +100% growth for tiers 1-3 (total x3)
Castle: +100% growth for tiers 4-6 (total x2)
Upgrades: one-time influx = current growth (enhanced by fortifications)
Farms: double the weekly growth of corresponding creatures
I decided to set the Fort as pre-built by default. Since this building is almost always necessary, but at the same time slows down the pace (typical development to a Castle without a Fort in the first week would take as much as 3 days of construction out of 7).
In villages (secondary towns), the Fort is not built (but the Tavern and Tier-1 building are, as in the main town). This means that when capturing a village, we will have to invest in building a Fort in order to be able to actively produce creatures (without a Fort, only magical creatures and Tier-1 can be built, which is already built).
And another question - I know that the implementation of bonuses is done through scripts, but is it possible to influence the standard bonuses of 50 and 100 from the Stronghold and Castle in a standard way (by finding the corresponding lines in the data.pak) or is it all in the executable file?
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...

1. Scouts = (6-18) x 250, max 3750
2. Beasts = (4-12) x 400, max 4800
3. Minotaurs = (4-12) x 600, max 7200
4. Predators = (4-8) x 750, max 6000
5. Witches = (4-8) x 1000, max 8000
6. Hydras = (1-2) x 3000, max 6000
7. Dragons = 1 x 6000 = 6000
Instead of a starting Tier 1 unit, the Dungeon starts with a Tier 1 Mage Guild.
Added 4 minutes ago
How can this be graphically represented? After all, the arrow indicates the beginning and end with coordinates.
And another question - I know that the implementation of growth rates is done through scripts, but can I influence the standard bonuses of 50 and 100 from the Stronghold and Castle in a standard way (find the corresponding lines in the data.pak) or is it all in the executable file?
It is impossible to influence the standard bonuses, and even if it were possible, it would be useless within WGE. Since the main essence of fortifications here lies not only in the fact that they do not boost Tier 7 (you cannot have +2 dragons per week), but also in the fact that they boost the lower tiers (1-3) much more than the higher tiers (4-6), and thus the lower tiers, with the support of fortifications, are able to even outpace the higher tiers, thereby ensuring a stepped development (under the Stronghold, the lower tiers are stronger, under the Castle - the higher tiers).
1. Scouts = (5-15) x 250, max 3750
2. Beasts = (4-12) x 400, max 4800
3. Minotaurs = (4-12) x 600, max 7200