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Friends. I had an idea to formulate some adjustments into the rules, which have already been discussed, but somehow got lost among other messages. I would like to hear the opinion of everyone, how they think and why, about this. I am putting these few points up for collective discussion. And then we'll see how active the discussion is - whether a poll will be needed or not.
1. Allow upgrading of Imps after building a resource depot (as implemented in the Test Edition at the program level). I don't think they are more dangerous than Mighty Gorgons, what do you think? And in the first week, it's unlikely that anyone will neglect building other monsters just to upgrade Imps and lose momentum in terms of meat production.
2. Allow digging for the Grail. Without visiting all the obelisks and restrictions, or at least starting from level 141.
3. Allow playing with level 4 magic specialists, using their specialized spells, without building a Guild for these heroes: Loïc, Alamar, Jeddite, Xeron. I especially want to mention unbanning Xeron in Inferno; maybe people would play this Castle more often. And he would become more "dangerous." What's so overpowered about him? With a magic power of 10 and expert in fire magic, the Inferno spell deals 180 damage and costs 12 mana! Without fire magic, the Inferno spell deals 120 damage and costs 18 mana! Meanwhile, a Lightning Bolt with an expert in air magic and a magic power of 10 deals 300 damage and costs 8 mana! Without air magic, it deals 260 damage and costs 10 mana. So, where is the super-cheating here?
But passing on magical specialties to other heroes using literacy without building a Guild is not allowed! (If you want to use their specialties, start with them, or find them in the dungeon or tavern if you're lucky, or build a Guild).
Of course, for the heroes: Solmyr, Demer, Aislinn, and Tant, it is necessary to build a Guild of the corresponding level. And passing on (i.e., using the passed-on) magical specialties to other heroes using literacy without building a Guild is not allowed.
4. Regarding bans, I've been thinking more and more about logistics specialists... Limiting them to, for example, level 10-12, or banning them altogether.
Here's an example, I found some useful calculations on a forum once and copied them into my notepad, sorry, I don't remember who the author is.
How does the specialty work? If Gunnar has an expert in logistics and is maxed out on speed (11 and above), then his bonus will be 30 movement points per level. A little math:
MP = 2000 (from speed 11) + 600 (expert logistics) + 30*n (n-Gunnar's level)
Total:
Level 5 - 2750 MP
Level 10 - 2900 MP
Level 15 - 3050 MP
Level 20 - 3200 MP
In other words, at level 20, we get a double bonus from logistics; a simple hero with expert logistics will have 2600 MP! (Remember that on the road and without a penalty, 1 step = 100 MP).
And now let's think. The difference between a simple hero and Gunnar at level 20 is only 600 MP, which is 6 steps (4 diagonally), well, on the road it's a little more... I'll add that if it's on fast roads, it's 12.
And now let's calculate how much this will be "per week": 600 moves * 7 = 4200 moves.
5. Remove the 116-day rest (it just drags out the games).
6. And when a week-long monster of level 5-6-7 appears, it should be automatic, and if it's archers and elves, it should also be automatic.
P.S. This is not a joke. Although the archers and elves part looks quite funny