w - wood
o - ore
m - mercury
s - sulfur
c - crystals
g - gems
Please note that the amount of resources in piles on the map has been reduced by half (for example, a pile of sulfur gives only 1-2 sulfur, instead of 2-4). Thus, the value of resources relative to gold increases. The goal was to bring the value of resources to the following ratio:
1 wood/ore ~ 250 gold.
1 rare resource ~ 500 gold.
Pricing policy:
Building price = Value of effect + Value of unlocks (500 for each) - Cost of opportunity (500) - Cost of day (1,000).
For example:
Town Hall = 2000 + 500 (unlocks access to the Magistrate) - 500 (locks access to the Town Hall) - 1000 (cost of day) = 1000
Magistrate = 4000 + 500 (unlocks access to the Capitol) - 500 (locks access to the Magistrate) - 1000 (cost of day) = 3000
Capitol = 8000 - 1000 (locks access to all Capitols) - 1000 (cost of day) = 6000
The price of most buildings is distributed among different resources, and, unlike the original, the emphasis is shifted in favor of resources (rather than gold).
Some prices may vary slightly, shifting a small part of the price (250) to the previous or subsequent buildings in the chain; this small detail is necessary to obtain convenient prices. Also, for convenience, the resource requirements for each building are expressed as one total number; and the number of types of required resources is usually 1-2 (emphasis).
In order to balance villages that have a different number of unlocked possibilities from the start, small discounts (in the amount of 250-500) have been introduced for some races on certain basic buildings.
Buildings with similar functionality, such as forts, mage guilds, and blacksmiths, have different values and, therefore, different prices for different races.
Some buildings have been enhanced. For example, a fort/stronghold/castle gives a +3/6/9 bonus to attack and defense during a siege for the defender. Training grounds allow retraining for 80% (50% with a commander) of the price, up to 12 creatures per week. And the slave market allows selling creatures for 200% of the price in gold (+50% for each additional market).
The blacksmith has become a useful building, not just a passing one. The tent pays for itself even without a skill, as it is cheap, and the value of each healed hit is twice as high as in the original (more expensive creatures); the plague tent with a skill is a formidable alternative to the ballista (stronger in the early game). The wagon has become more in demand due to the reduced ammunition of archers. The ballista also pays for itself without a skill, being 1.5 times cheaper and 4 times more powerful at the start than in the original, but it upgrades more slowly (the damage of the ballista does not depend on the level of engineering).
