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There is an issue with the display of growth on the recruitment screen. Changing the growth mechanics is only possible via scripts, which are invisible from the perspective of growth forecast displays. Thus, two options are possible:
1) Keep the old mechanics. As a result, almost all bonus extensions ("farms") would be scrapped due to their insignificance. For example, what are +5 peasants? This building takes a whole day for the town and will never be constructed in a dynamic game, i.e., under normal WGE-standard conditions.
2) Modify the mechanics. As a result, absolute control over growth becomes possible. The cost will be the removal of all growth forecasts, except for the ability to right-click to see the base weekly growth value. This is a plus from a gameplay perspective, but a minus from an interface perspective (the player will have to manually account for growth modifications from fortifications, artifacts, etc.). However, the downside isn't that great—in a dynamic game, growth might not happen at all (end on week 1), or only occur once (end on week 2), making the one-time arrival a more important concept, which is displayed correctly.
I will describe the modified mechanics as I see them:
1) Levels 1-3: 50% (arrival for base building) + 50 / 100 / 150 / 200% (growth from next week: without fort, with fort, Stronghold, Castle
2) Levels 4-5: 50% + 50 / 100 / 100 / 150%
3) Levels 6-7: 100% + 100%
4) Upgrades for levels 1-7: 100% arrival for the upgrade without changing subsequent weekly growth (+ access to alternative creature versions)
5) Bonus extensions ("farms") + 100% growth
6) Fort gives +50% weekly growth to levels 1-5 (available from the start, so the actual weekly growth for these levels starts at 100%)
7) Stronghold gives (50% arrival + 50% growth) to already built creatures of levels 1-3
Castle gives (50% arrival + 50% growth) to already built creatures of levels 1-5
9) External dwellings do not provide +1 to growth
Example №1: peasants (level 1) - base growth 24.
Arrivals: for base dwelling 12 (50%), for upgrade +24 (100%), for Stronghold/Castle +12 each (50%). Total - up to 60.
Growth: for base dwelling 12 (50%), for fort/Stronghold/Castle +12 each (50%), for extension (farms) +24 (100%). Total - up to 72.
Example №2: griffins (level 4) - base growth 6.
Arrivals: for base 3 (50%), for upgrade +6 (100%), for Castle +3 (50%). Total - up to 12.
Growth: for base 3 (50%), for fort/Castle +3 each (50%). Total - up to 9.
Example №3: dragon (level 7) - base growth 1.
Arrivals: for base 1, for upgrade +1. Total - up to 2.
Growth: for base 1. Total - 1.
This system has the following advantages:
1) Lower levels, as usual, have weak and cheap growth, but if desired, they can be boosted to top levels (Stronghold/Castle)
2) Upgrades for 1-5 compete with base buildings (even those of higher levels) - they provide twice the arrival, but lose out on subsequent growth (they do not provide any)
3) Levels 6-7 (tops) stand apart and have a different arrival/growth dynamic: immediate powerful arrival (100%), but further growth is not boosted by fortifications
4) Bonus units from external dwellings do not ruin growth balance
5) Stronghold/Castle are specialized, meaning they are not mandatory universal buildings to buff everything and everyone
6) Extensions provide relevant bonuses (no "+5 peasants" syndrome)
7) Distinction between arrival and subsequent growth (different strategies for maximum arrival vs. maximum growth)
distinction between group and individual construction (for maximum effect from the Stronghold, a full group of dwellings for levels 1-3 is needed, whereas individually it is more effective to boost to higher levels, skipping the lower ones; the same applies to the Castle (levels 1-5 vs. tops)).
As a reminder, all of this will work with reduced town thresholds of 1/3/5/7/9/11 (starting at 4-5), i.e., under conditions where non-linear development is possible dynamically, without stalling while waiting for a level.