I wrote a program for automatic build optimization and testing, which helped balance the prices of some buildings, as well as starting bonuses.
Now players will start with the following resources:
6000 gold, 4 wood and ore, 2 mercury, sulfur, crystals, and gems. In the Arena, starting gold is reduced to 500, simulating the purchase of 2 heroes (amounting to 5500), which is almost mandatory in the early days.
The second player receives an additional 3000 gold.
Starting bonuses:
- 3000 gold
- 2 wood and ore each, 1 mercury, sulfur, crystals, and gems each
- 2 minor artifacts (the latter is not yet implemented via scripts, as it does not affect building)
Also, based on test results, I concluded that paid training is still too situational; the only effective use for it is training Monks into Knights. Furthermore, the maximum squad of Knights turns out to be too large (stronger than the rest of the army combined).
This means it is necessary to revert to free training, but with the weekly limit halved from 10 to 5. I also considered an option with a "natural" surcharge of 40% of the cost, but it wasn't effective enough for low-level units.
I also removed the additional requirement of a level-2 mage guild for Angels, leaving only the requirement from Monks. This significantly increased the popularity of building Angels, which was previously too low.
I think I'll upload the mod and Arena update this evening so players can try out what I'm talking about regarding the human Castle build (other factions have not been balanced yet).
Some statistics on the human Castle in the Arena:
- average size of the redeemable army in effective builds (top-100 out of 10,000 automatically generated by the program) ~ 65,000 gold
- maximum size of the redeemable army obtained manually ~ 88,000 (with the old training; with the new one it will be 84,000)
- army size in duels = 42,000 (for comparison)
- maximum possible redemption of Peasants = 12,000 (80 units), Farms +60% up to 19,200 (128 units)
- maximum possible redemption of Archers = 15,000 (60 units), training +25% up to 18,750 (75 units)
- maximum possible redemption of Swordsmen = 20,000 (50 units), training +30% up to 26,000 (65 units)
- maximum possible redemption of Monks = 21,000 (35 units), training +43% up to 30,000 (50 units)
- maximum possible redemption of Knights = 28,000 (28 units), training +36% up to 38,000 (38 units), as training Knights in week 1 is impossible due to pace
- maximum possible redemption of Griffins = 21,000 (14 units)
- maximum possible redemption of Angels = 24,000 (8 units)
Notice how significant Farms are.
In the original, Farms gave a measly +5 peasants per week at 25 gold each, an absolutely worthless building.
Here, Farms give up to +24 peasants per week at 150 gold each, meaning the bonus is almost 30 times (!) greater.
Added 18 hours 32 minutes later
I'm publishing the map (a set of 3 files - map, mod, and executable):
WGE Arena
A fresh bug - you can perform Training each "turn" of building. This will be fixed in the future; for now, it is "legal" to perform training only on turn 7 of each "week."
The training limit was increased from 5 to 6 (based on automatic testing results).
At the start of the map, choose the city - human. Difficulty - standard.
Then, at the start of the mission, the game puts the player in the city.
Here you need to build.
After each build, the turn counter increases, the town is rebuilt, allowing building again, and the player receives an income from the town + 10 batches of random resources/gold (the player receives this income at the start of building as well, on "day" 1).
Each batch contains either 500 gold, or 2 wood or ore, or 1 mercury, sulfur, crystal, or gem. The more actively the player spends a particular resource, the faster it is replenished (the higher the chance of receiving it).
The day-of-week counter is the last digit in gold (from 1 - Monday, to 7 - Sunday).
Building the Marketplace currently means skipping a building "turn" (the marketplace returns unbuilt, without increasing the town level).
At the end of day 7, 14, and 15, the player receives an additional weekly income from the garrison of the previous week (+10% if the Blacksmith was built by that point) and the current mage guild.
That is, on day 7 the player receives no income from the garrison (there is no garrison from the previous week yet), but they do receive income from the mage guild of week 1.
On these same days, the player can buy troops in the garrison (and legally conduct training by bringing the hero to the town).
Unredeemed troops burn at the start of the next week (so it is critical to track the gold level for the week to ensure enough for hiring).
If desired, the player can leave the town and visit one of two objects with the hero: the external Marketplace (for exchanging resources) and the external Tavern.
Through the external Tavern, you can skip "turns," moving directly to the next week.
Transition to the next week happens automatically as soon as all troops are redeemed.
If the player was unable to redeem part of the troops, or if they have built training grounds, then the transition to the next week must be done manually by visiting the external Tavern with the hero.
Also, at the end of building, you can exchange all resources for gold in 1 click at the external Marketplace and get an efficiency rating for your build by visiting the external Tavern:
BuildRating = (CostOfAllTroops + CostOfStrongestSquad / 2 + Gold / 2 + BuildingBonus / 2) / 1000 - 20%, in percent
BuildingBonus: each level of the mage guild gives 1000 bonus per level (i.e., a level 1-5 guild gives a total of 1000/3000/6000/10000/15000 bonus).
Additionally, the Blacksmith gives 3000 bonus.
Growth system: the Fort (present at start) doubles the weekly growth of tier 1-3 creatures, and the Citadel triples it. The Castle doubles the growth of tier 4-6 creatures. Fortifications do not affect the initial troop arrival when a building is constructed (as in the original). Upgrading creature dwellings "refresh" the growth of the base dwelling (grant an additional one-time arrival of creatures equal to the growth). Fortifications also accelerate this bonus from upgrades (this works both when building the upgrade and when building the fortification).
Redeemed creatures at the end of the next week provide income at a 1:1 rate of their cost (10% more with the Blacksmith). This is a feature of the Arena, simulating the effectiveness of redeemed troops in combat.
The second player starts with +3000 gold, but cannot build on "day" 15 and does not receive daily income for it (but does receive the weekly income from the garrison/guild and can redeem the third week's troops).
Added 11 hours 48 minutes later
I conducted 400 thousand auto tests, selecting the top 100 strongest. I compiled statistics:
80-86% ratings for top-100 builds
Maximum army - worth 82,900 (with 20,000 gold remaining, with a level 1 mage guild)
Maximum gold - worth 71,000 (with a minimal army worth 46,000, and a level 5 mage guild)
Popularity statistics for buildings:
Town Hall = 100% (present from start)
Village Hall = 97%
City Hall = 91%
Capitol = 78%
Blacksmith = 89%
Farms = 24%
Stables = 37%
Training Grounds = 15%
Fort = 100% (present from start)
Citadel = 87%
Castle = 45%
Mage Guild 1 = 83%
Mage Guild 2 = 49%
Mage Guild 3 = 29%
Mage Guild 4 = 21%
Mage Guild 5 = 13%
Peasants = 100% (present from start), upgrade 80%
Archers = 96%, upgrade 34%
Swordsmen = 80%, upgrade 46%
Monks = 78%, upgrade 35%
Knights = 37%, upgrade 38%
Griffins = 78%, upgrade 42%
Angels = 65%, upgrade 38%
I like everything here, except that the top mage guild is built infrequently, and the income branch is too popular.
However, the statistics were collected for the poorest build scenario (choosing starting artifacts, not gold or resources). Under such conditions, obtaining income is extremely critical (otherwise there might not be enough to redeem troops), and building the mage guild is harder. Presumably, with other bonuses, the balance will shift toward the guild.
Update: I checked; for the second player (+3000 gold) with the starting gold bonus (another +3000 gold), the popularity of the income branch was significantly lower (63/53/38%), and the mage guild branch was higher (80/50/44/39/18%).
Statistics for troops redeemed by value:
Peasants = 10.3 thousand gold
Archers = 10.6 thousand gold
Swordsmen = 11.2 thousand gold
Monks = 7.0 thousand gold
Knights = 8.7 thousand gold
Griffins = 9.9 thousand gold
Angels = 11.6 thousand gold
Everything here is absolutely ideal.