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Hello everyone! I present to you a small mod that changes the cost of hiring higher-level creatures. (I apologize if modders have already created something similar. I didn't find it.)
Now, dragon resources (Mercury, Sulfur, Crystals, and Gems) will be required not only for hiring 7th-level creatures but also 6th-level and even upgraded 5th-level creatures. Even more resources will be required for the 7th level.
Why is this needed?
The goal of the mod is to make mines REALLY valuable in the game. ;)
The reason for creating the mod: In my opinion, throughout the game (especially on fairly large maps), the player, and even the AI player, experience too little need for resources. After the first 2 game months, capturing new mines and protecting your own hardly seems to matter, and if it does, it is often only to exchange piles of accumulated excess resources for gold on the markets. From now on, almost all types of resources are necessary for each Faction, and regardless of whether it is an early or late stage of the game, capturing any dragon resource mine on the enemy's territory is a quite serious tactical decision, while capturing several enemy mines at once will completely deprive the opponent of the ability to hire elite troops (a good way to "smoke out" the enemy's main hero from the castle, forcing him to fight on equal terms). However, despite the shortage of necessary minerals, the game will not become unreasonably more difficult, because the player will have a little more gold than before - each additional dragon resource spent on hiring reduces the cost of the creature by 100 gold (which is the same as if you sold this resource on the market on the adventure map or having 3 castle ranks). Example: Titan - previously cost 2 units of gems and 3300 gold, now - 5 units of gems and 3000 gold.
Let's get down to business: rolleyes:. Each Faction will need 30-31 units of dragon stones to be able to buy the entire weekly increase in castle troops (the exception is 2 castles: Dwarves and Conflux, in general, they need slightly fewer resources, this is done to balance, because these 2 Factions also need resources after the construction of their native castle is completed (although their troops will, accordingly, cost a little more in gold). Given that capturing at least one mine of each type + a power tower provides 35 units of precious resources per week, "hiring everyone" becomes quite realistic, however, some type of resource will be missing in the amount of 1-3 units, this is done intentionally, to further motivate the player to capture new territories (or castles with the necessary power tower), so a mill or other additional source of valuable resources located nearby will become a real find :). If it is difficult to capture mines (say, due to the specifics of a particular map), in principle, you can manage by hiring non-upgraded troops, which require SIGNIFICANTLY LESS valuable resources.
So, where did the data on the types and amount of resources required by creatures come from? I didn't invent anything myself, there is no "personal touch":). Everything is distributed depending on which resources were required when building the creature's dwelling. Thus, if crystals and sulfur were needed for the dwelling, then the creatures themselves also require both of these resources, the amount of resources spent on construction is also taken into account, of course, there are also many "corrections", as, for example, in the case of Messengers and Banshees, when building the structure itself, fewer crystals are needed than mercury, but the cost of the creature says something else, here, of course, a correction was made in favor of the uniformity of resources consumed by this Faction AS A WHOLE. Another small plus is that now all 7th (and 6th) level creatures have their own unique cost. :)
P.S. I use the mod myself, the game has become more interesting :)
Now, dragon resources (Mercury, Sulfur, Crystals, and Gems) will be required not only for hiring 7th-level creatures but also 6th-level and even upgraded 5th-level creatures. Even more resources will be required for the 7th level.
Why is this needed?
The goal of the mod is to make mines REALLY valuable in the game. ;)
The reason for creating the mod: In my opinion, throughout the game (especially on fairly large maps), the player, and even the AI player, experience too little need for resources. After the first 2 game months, capturing new mines and protecting your own hardly seems to matter, and if it does, it is often only to exchange piles of accumulated excess resources for gold on the markets. From now on, almost all types of resources are necessary for each Faction, and regardless of whether it is an early or late stage of the game, capturing any dragon resource mine on the enemy's territory is a quite serious tactical decision, while capturing several enemy mines at once will completely deprive the opponent of the ability to hire elite troops (a good way to "smoke out" the enemy's main hero from the castle, forcing him to fight on equal terms). However, despite the shortage of necessary minerals, the game will not become unreasonably more difficult, because the player will have a little more gold than before - each additional dragon resource spent on hiring reduces the cost of the creature by 100 gold (which is the same as if you sold this resource on the market on the adventure map or having 3 castle ranks). Example: Titan - previously cost 2 units of gems and 3300 gold, now - 5 units of gems and 3000 gold.
Let's get down to business: rolleyes:. Each Faction will need 30-31 units of dragon stones to be able to buy the entire weekly increase in castle troops (the exception is 2 castles: Dwarves and Conflux, in general, they need slightly fewer resources, this is done to balance, because these 2 Factions also need resources after the construction of their native castle is completed (although their troops will, accordingly, cost a little more in gold). Given that capturing at least one mine of each type + a power tower provides 35 units of precious resources per week, "hiring everyone" becomes quite realistic, however, some type of resource will be missing in the amount of 1-3 units, this is done intentionally, to further motivate the player to capture new territories (or castles with the necessary power tower), so a mill or other additional source of valuable resources located nearby will become a real find :). If it is difficult to capture mines (say, due to the specifics of a particular map), in principle, you can manage by hiring non-upgraded troops, which require SIGNIFICANTLY LESS valuable resources.
So, where did the data on the types and amount of resources required by creatures come from? I didn't invent anything myself, there is no "personal touch":). Everything is distributed depending on which resources were required when building the creature's dwelling. Thus, if crystals and sulfur were needed for the dwelling, then the creatures themselves also require both of these resources, the amount of resources spent on construction is also taken into account, of course, there are also many "corrections", as, for example, in the case of Messengers and Banshees, when building the structure itself, fewer crystals are needed than mercury, but the cost of the creature says something else, here, of course, a correction was made in favor of the uniformity of resources consumed by this Faction AS A WHOLE. Another small plus is that now all 7th (and 6th) level creatures have their own unique cost. :)
P.S. I use the mod myself, the game has become more interesting :)