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Thread: the buildings | This thread is pages long: 1 2 · «PREV |
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Wyvern
Promising
Famous Hero
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posted February 24, 2002 01:20 PM |
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Preserver?
Is that really you? Do you make a comeback like Sha_Men in the past? Or that was only a momentary appearance?
Actually, I don't understand about what bonus you and Djive talk. You said that the morale bonus is gone. Then Djive started talking about Angels and Champions...? Do you talk about one and the same thing or I haven't understood anything?
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Preserver
Promising
Famous Hero
Elemental Druid
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posted February 24, 2002 02:33 PM |
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Hey Wyvern, it is really me! I don't know what you mean by a come back, cause I never announced that I was leaving like Sha_Men did. I'm not as much back as I would like to, but that may happen after the release. Untill then, I'm still busy with prerelease info at Celestial Heavens and school.
For now, I will help the great detective decoding Djive's message. The way I read it, the bonus Djive talk about has nothing to do with the tavern. I think he is talking about the growth bonus when you have either the citadel or castle build. An then he asks; "when we are told that the weekly growth of an angel population is 2, is this the basic growth (without the castle build or from an external dwelling) or is it the number of generated angels with the castle build?"
So the question is, do you get 2 or 4 angels a week, which is rather important to know when you are predicting gameplay and the gold issue. I'm not sure, but I'm suspecting the numbers Djive listed to be the basic grow rate.
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- The only alert the invaders had was the rustling of leaves on a day without wind -
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted February 24, 2002 02:36 PM |
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Edited By: Djive on 24 Feb 2002
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Wyvern, we were talking about the production bonus for Citadel and Castle.
Here's a run-down on the different dwelling and their costs. I spotted something which looked like a few clerical errors (and have likely added some of my own).
So here are the non-standard buildings with my comments. (long read)
I've included all the creature dwellings and their prerequistes.
Academy
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Alchemist's Shop
Needs - Village Hall
Available items - Telescope, Mage Staff, Chain mail
Available potions - Potions of Restoration, Precognition, Cold, Fire Resistance and Binding Liquid
Costs - 3000gp, 4 wood, 4 ore, 1 mercury, 1 sulfur, 1 crystal, 1 gem
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No comment on this one and its corresponding structures in the other towns.
My experience with "Artifact merchants" is that they're wholesale robberies until you get enough towns to get reasonable prices. With the seeming removal of Marketplaces it's too early to say about this one.
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Dwarven Mines (Dwarves)
Needs - Fort
Costs - 1500gp
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Halfling Burrow (Halfling)
Needs - Fort
Costs - 1500gp
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Golem Factory (Gold Golem)
Needs - Level 1, Institute of Magic
Costs - 3000gp, 6 ore
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Mage Tower (Mage)
Needs - Level 1, Institute of Magic
Costs - 2750gp,1 sulfur, 1 mercury, 1 crystal, 1 gem
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Golden Pavilion (Naga)
Needs - 2nd level dwelling, Treasury
Costs - 6250gp, 8 wood, 8 ore, 4 crystals
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Altar of Wishes (Genie)
Needs - 2nd level dwelling, Treasury
Costs - 6250gp, 12 gems
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Dragon Factory (Dragon Golem)
Needs - 3d level dwelling, Alchemist's shop, University
Costs - 14000gp, 12 wood, 30 ore, 4 crystals, 4 sulfur, 4 mercury, 4 gems
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Cloud Castle (Titan)
Needs - 3d level dwelling, Castle
Costs - 14000gp, 16 wood, 16 ore, 20 gems
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The building tree is similar for all the other towns. Almost every level 2, 3 and 4 building has one special building as prerequisite and sometimes two.
For Academy: you need the Institute for the level 2 building, the Treasury to build the level 3 building, and 2 other buildings to build the level 4 buildings.
Costs have gone down for the dwellings (but not as much as town income has been decreased). Do note that building Alchemist's shop and University is about as expensive as building Citadel and Castle. Both the Dragon Factory and Cloud Castle have expensive prerequisites, that you may not have wanted to build otherwise. Other towns have prerequisites that are easier to meet for the level 4.
Academy will be one of the toughest towns to get a level 4.
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Institute of magic - Order magic
Level 1 - 3 spells of level 1, heroes in town restore 20% SP (between turns)
Costs - 2000gp, 5 wood, 5 ore, 4 gems
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Level 2 - 3 spells of level 2, heroes restore 25% SP.
Costs - 2000gp, 5 wood, 5 ore, 1 sulfur, 1 crystal, 1 mercury, 5 gems
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Level 3 - 2 spells of level 3, heroes restore 35% SP
Costs - 2000gp, 5 wood, 5 ore, 2 sulfur, 2 crystal, 2 mercury, 6 gems
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Level 4 - 2 spells of level 4, heroes restores 50% SP
Costs - 2000gp, 5 wood, 5 ore, 3 sulfur, 3 crystal, 3 mercury, 7 gems
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Level 5 - 1 spell of level 5, heroes restore 100% SP
Costs - 2000gp, 5 wood, 5 ore, 4 sulfur, 4 crystal, 4 mercury, 8 gems
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The gold costs have been upped a bit, precious resource costs have been downed a lot. The Mage Guild upgrades have become a lot more accessible. They give you fewer spells, but you're a lot more confident in which type of spells you will get, and also know beforehand if you're going to be effective in casting them.
A good build already in Heroes 3, this build has been strengthened, especially when you consider the annexes which can built on it.
Spellpoints regeneration has been slowed down, but since it applies to all schools no-one is at a disadvantage, and at level 5 the regeneration is normal.
With MG only regenerating a part of your SP, I believe Maic Wells well be a lot more uncommon in H4, unless Map makers wants to circumvent this new restriction.
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Clerical Library
Gives Life Spells
Depending on the level of the Institute of Magic it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs- 2000gp, 12 wood, 12 ore, 3 sulfur, 3 crystal, 3 mercury, 3 gems
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Necromantic Library
Gives Death Spells
Depending on the level of the Institute of Magic it gives 2 spells level of 1-3, and 1 spell of level 4-5.
Costs - 2000gp, 10 wood, 10 ore, 8 sulfur, 2 crystal, 2 mercury, 2 gems
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The add-ons are called differently in each town (Library, Conservatory, Annex, Hall, Order). Each can give up to 8 spells, and one of them a level 5. It's a certainly a very price- worthy build.
Magic overall (numbers for academy):
Heroes 4: 14000 Gold, 47 wood, 47 ore, 21 sulphur, 15, crystal, 15 mercury, 35 gems for 3 level 5, 4 level 4, 6 level 3, 7 level 2 and 7 level 1 spells. (Total of 27 spells)
Each town has its own precious resource which are used more in the Mage Guild.
Academy: Gem
Asylum: Mercury
Necropolis: Sulphur
Preserve: Crystal
Haven: Have an equal need of all the precious resources.
Heroes 3: 6000 Gold, 25 wood, 25 ore, 28 sulphur, 28 crystal, 28 mercury and 28 gems for 1 level 5, 2 level 4, 3 level 3, 4 level 2, and 5 level 1 spells. (Total of 15 spells.)
Overall, I'd say that the Mage Guild has been strengthened and is still cost-worthy once you've got Heroes capable of learning the spells in the Mage Guild.
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University
The hero can learn for 2000gp: Nobility, Scouting, Life Magic, Death Magic
costs - 5750gp, 5 wood, 5 ore, 2 sulfur, 2 gems
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This is a bit suspect. What benefit is there to building multiple Universities? (More than that you need them if you're going to make Dragon Factories.)
Overall, the price for this building as compared to the benefit (there are external dwellings that teaches skills and some of them for free) seems like robbery.
*sigh* can't I line-up these scholars and give them a choice of tutoring my heroes for free, or use them as fodder for my Nagas/Genies.
This building costs more than the "Magic university" in H3, which taught you the elemental skills, and with two upgrades your Might hero became a killer Mage. Sorry, but this building doesn't even approach that in usefulness. Seems to be just a drain to take away the Player's Money.
My idea:
1. In order to make the University feasible let it increase the Town Income by 250 gp.
2. Heroes should pay only 1000 Gold. (There has to be some benefit of constructing this building as compared to visiting an external one.) Or
3. Visiting Heroes can learn one skill per week, this one skill is free of charge.
4. Unless it already does so, if you build Universities in different towns then each town should offer different skills, but still one skill within each area. First University could offer Primary skills, second the first secondary skill and so on...
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Treasury
+10% gold every week
Costs - 6000gp, 5 wood, 10 ore
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Despite (or perhaps because of) the slowed down economy this structure will be built, at least in the towns that are developed. In fact, building it on day 1 of the game and then trying to amass as much money as possible for the rest of the week may be a possibility.
A must build if you come into possession of a big treasure or take an ‘Utopia'.
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Grail
Great Library
Gives - 3000gp, all Order Spells +50% efficiency, all institutes of magic have spells as if they are 5 level. The hero restores 25% more Spell points than his maximum.
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Hmm... This Grail as most of the others are purely help for Magic Users.
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Asylum
Rogue's Guild
Requires - Village Hall
Offers - Greatsword, Crossbow, Vial of Acid, Demon Fire
Potions of Restoration, Speed and Mana.
Cost: 3000gp, 4 wood, 10 ore.
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Den of Thieves (Bandit)
Needs - Fort
Costs - 1500gp
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Orc Towers (Orc)
Needs - Fort
Costs - 1500gp
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Statuary Garden (Medusa)
Needs: Level 1 and Sorcerer's Guild
Costs - 3000g, 6 ore
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Labyrinth (Minotaur)
Needs: Level 1 and Thieves Gauntlet
Costs - 3000gp, 3 gems
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Volcanic Vent (Efreet)
Needs: Level 2 and Rogue's Guild
Costs: 6250gp, 14 ore, 5 sulphur
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Black Wood (Nightmare)
Needs: Level 2 and Caravan
Costs: 6250gp, 14 wood, 5 mercury
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Dragon Cave (Black Dragon)
Needs: Level 3, and Hall of the Dead.
Costs: 14000gp, 6 wood, 6 ore, 30 sulphur
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Hydra Pond (Hydra)
Needs: level 3, and Witch Hall
Costs: 14000gp, 16wood, 4 crystal, 6 sulphur, 20 mercury
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Asylum has a lot less demanding prerequisite for the level 4 than Academy. Only the Nightmare dwelling has a steep prerequisite in the form of the Caravan. The others may very well be built anyway or are quite cheap.
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Sorcerer's Guild
Level 1 - 3 spells of level 1, heroes in town restore 20% SP (between turns)
costs - 2000gp, 5 wood, 5 ore, 4 mercury
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Level 2 - 3 spells of level 2, heroes restore 25% SP.
costs - 2000gp, 5 wood, 5 ore, 1 sulfur, 1 crystal, 5 mercury, 1 gem
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Level 3 - 2 spells of level 3, heroes restore 35% SP
costs - 2000gp, 5 wood, 5 ore, 2 sulfur, 2 crystal, 6 mercury, 2 gems
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Level 4 - 2 spells of level 4, heroes restores 50% SP
costs - 2000gp, 5 wood, 5 ore, 3 sulfur, 3 crystal, 7 mercury, 3 gems
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Level 5 - 1 spell of level 5, heroes restore 100% SP
costs - 2000gp, 5 wood, 5 ore, 4 sulfur, 4 crystal, 8 mercury, 4 gems
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Witch Hall
Gives Nature Spells
Depending on the level of the Sorcerer's Guild it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 10 wood, 10 ore, 2 sulfur, 8 crystal, 2 mercury, 2 gems
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Hall of the dead
Gives Death Spells
Depending on the level of the Sorcerer's Guild it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 10 wood, 10 ore, 8 sulfur, 2 crystal, 2 mercury, 2 gems
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Mana Vortex
Requires - Sorcerer's Guild
Doubles the Spell points once in a week
Costs: 1000 gp, 1 sulphur, 1 crystal, 1 mercury, 1 gem
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Ok. A good structure. Cheap and useful.
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Battle Academy
Requires: Fort
+1000 exp (once for a hero)
Costs: 2000 gp, 5 wood, 5 ore
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This is lame. Require a Fort for this building??? With so few town specific buildings this is a waste. Up the benefits and if necessary also the costs.
I've seen that they have made changes to make heroes hold up in the late game, how about adding some more beneficial buildings in town. I don't mind higher costs if it comes to that but benefits must be better than this. (H4 will likely have a grim Logistics penalty. Even if the town has +1000 XP/week chances are that the average hero will only visit it once or twice anyway.)
My idea:
+1000 exp once per week and hero. Or
+1 level (once for a hero)
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Thieves Gauntlet
Requires: Fort
+(1-2)damage (once for a hero)
Costs: 1000gp, 6 ore
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Same as for Battle Academy. This is lame. Require a Fort for this building??? With so few town specific buildings this is a waste. Up the benefits and if necessary also the costs. The current benefit won't even kill an additional Halfling!
My idea:
+(5-10) damage (once for a Hero), increase building cost to 2000gp.
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Grail
Eye of Chaos
+3000gp, All Chaos Spells +50% efficiency
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Something seems to be missing here???
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Necropolis
Armoury
Requires - Village Hall
Offers - Long Sword, Shield, Chain mail. Potions of Restoration, Clouds of Despair, Vials of Poison, Choking Gas and Blinding Smoke
Costs - 3000gp, 4 wood, 10 ore.
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Cemetery (Skeleton)
Needs - Fort
Costs - 1500gp
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Torture Chamber (Imp)
Needs - Fort
Costs - 1500gp
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Kennel (Cerberus)
Needs - Level 1
Costs - 3000gp, 4 wood, 1 sulphur
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Barrow Mound (Mage)
Needs - Level 1, Undead Transformer
Costs - 3250gp, 3 crystal
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Mansion (Vampire)
Needs - 2nd level dwelling, Tavern
Costs - 6250gp, 8 wood, 8 crystals
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Spawning Pit (Venom Spawn)
Needs - 2nd level dwelling, Tower of Darkness
Costs - 6250gp, 8 ore, 8 mercury
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Dragon Graveyard (Bone Golem)
Needs - 3d level dwelling, Necromancy Amplifier
Costs - 14000gp, 12 wood, 14 ore, 6 crystals, 6 sulfur, 6 mercury, 6 gems
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Temple of the Damned (Devil)
Needs - 3d level dwelling, Chaos Annex
Costs - 14000gp, 6 wood, 8 ore, 20 sulphur, 10 gems
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As for the Asylum, pre-requisites are moderate. The really expensive structures are not required.
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Tower of Darkness
Gives Death spells.
Level 1 - 3 spells of level 1, heroes in town restore 20% SP (between turns)
costs - 2000gp, 5 wood, 5 ore, 4 sulphur
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Level 2 - 3 spells of level 2, heroes restore 25% SP.
costs - 2000gp, 5 wood, 5 ore, 5 sulfur, 1 crystal, 1 mercury, 1 gem
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Level 3 - 2 spells of level 3, heroes restore 35% SP
costs - 2000gp, 5 wood, 5 ore, 6 sulfur, 2 crystal, 2 mercury, 2 gems
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Level 4 - 2 spells of level 4, heroes restores 50% SP
costs - 2000gp, 5 wood, 5 ore, 7 sulfur, 3 crystal, 3 mercury, 3 gems
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Level 5 - 1 spell of level 5, heroes restore 100% SP
costs - 2000gp, 5 wood, 5 ore, 8 sulfur, 4 crystal, 4 mercury, 4 gems
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Annex of Chaos
Gives Chaos Spells
Depending on the level of the Tower of Darkness it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 10 wood, 10 ore, 2 sulfur, 2 crystal, 8 mercury, 2 gems
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Annex of Wizardry
Gives Order Spells
Depending on the level of the Tower it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 10 wood, 10 ore, 2 sulfur, 2 crystal, 2 mercury, 8 gems
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Undead Transformer
Requires - Cemetery
Turns monster level 1-2 into skeletons, and level 3-4 into ghosts
Costs: 2500gp, 10 ore, 5 mercury
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A good build. Will see usage.
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Necromancy Amplifier
Requires: Fort, Tower of Darkness
+10% necromancy
Costs: 1000gp, 6 ore, 3 sulphur, 3 mercury
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Also a good build, and is not all that expensive.
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Grail
Infernal Effigy
+3000gp, all Death spells +50% efficiency, +10% necromancy and the maximum of the slain units that are animated into undead is 50%.
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This Grail description (and perhaps Stronghold's) is the only one that looks complete.
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Haven
Order of Paladins
Requires - Village Hall
Offers - Long Sword, Plate mail.
Holy Water and Potions of Restoration, Fire Resistance, Healing and Mirth
Costs - 3000gp, 14 ore.
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Archery Range (Crossbowman)
Needs - Fort
Costs - 1500gp
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Squire's Guild (Squire)
Needs - Fort
Costs - 1500gp
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Ballista Works (Ballista)
Needs - Level 1
Costs - 3000gp, 6 ore
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Guardhouse (Pikeman)
Needs - Level 1, Tavern
Costs - 3000gp, 3 ore, 3 wood
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Barracks (Crusader)
Needs - 2nd level dwelling, Order of paladins
Costs - 6250gp, 12 wood, 12 ore
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Monastery (Monk)
Needs - 2nd level dwelling, Abbey
Costs - 6250gp, 4 wood, 4 ore, 8 crystal
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Altar of light (Angel)
Needs - 3d level dwelling, Seminary
Costs - 14000gp, 12 wood, 10 ore, 15 crystals, 12 gems
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Knight's chapter (Champion)
Needs - 3d level dwelling, Stables, order of paladins
Costs - 14000gp, 40 wood, 32 ore
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No other town has so few precious resource requirements to get a level 4, actually I believe it's 0 if you want to. (Order of Paladins, both level 1s, both level 2s, Barracks and Knight's Chapel all require 0 precious resources.)
Because of the Seminary requirement, getting Angels will be very expensive especially if you want them in several towns.
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Holy Cathedral
Gives Life spells.
Level 1 - 3 spells of level 1, heroes in town restore 20% SP (between turns)
costs - 2000gp, 5 wood, 5 ore, 1 sulphur, 1 crystal, 1 mercury, 1 gem
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Level 2 - 3 spells of level 2, heroes restore 25% SP.
costs - 2000gp, 5 wood, 5 ore, 2 sulfur, 2 crystal, 2 mercury, 2 gem
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Level 3 - 2 spells of level 3, heroes restore 35% SP
costs - 2000gp, 5 wood, 5 ore, 3 sulfur, 3 crystal, 3 mercury, 3 gems
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Level 4 - 2 spells of level 4, heroes restores 50% SP
costs - 2000gp, 5 wood, 5 ore, 4 sulfur, 4 crystal, 4 mercury, 4 gems
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Level 5 - 1 spell of level 5, heroes restore 100% SP
costs - 2000gp, 5 wood, 5 ore, 5 sulfur, 5 crystal, 5 mercury, 5 gems
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Order of Nature
Gives Nature Spells
Depending on the level of the Tower of Darkness it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 10 wood, 10 ore, 2 sulfur, 8 crystal, 2 mercury, 2 gems
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Order of Enchantment
Gives Order Spells
Depending on the level of the Tower it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 10 wood, 10 ore, 2 sulfur, 2 crystal, 2 mercury, 8 gems
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Seminary
Requires - Abbey
The hero can learn for 2000gp: Combat, Tactics, Life Magic, Order Magic, Nature Magic
Costs: 5750gp, 5 wood, 5 ore, 2 crystal, 2 gem
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Same comments as for the University in Academy.
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Abbey
Requires: Fort
+2 Morale
Costs: 1000gp, 4 wood, 4 ore
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I'd like something more substantial here, and I don't mind paying more for it either. (I'm also a bit unclear if it's +2 to next battle or when defending against a siege, in other case, add something extra to the building.)
This seems to be a build that is there just to take up a build slot.
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Stables
Requires: Village Hall
+5 Movement.
Costs: 2750gp, 10 wood
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Ok.
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Grail
Holy Avatar
+3000gp, all Life spells +50% efficiency.
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Preserve
Ranger's Guild
Requires - Village Hall
Offers - Leather, Longbow and Shield
Potions of Restoration, Luck, Strength, Toughness and Mana
Costs - 3500gp, 20 wood.
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Wolf Den (Wolf)
Needs - Fort
Costs - 1500gp
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Faerie Tree (Sprite)
Needs - Fort
Costs - 1500gp
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Tiger Den (White Tiger)
Needs - Level 1, Sacred Grove
Costs - 3000gp, 6 ore
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Treetop Lodge (Elf)
Needs - Level 1, Ranger's Guild
Costs - 3000gp, 6 ore
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Griffin Cliffs (Griffin)
Needs - 2nd level dwelling, Citadel
Costs - 6500gp, 6 wood, 10 ore, 4 crystal
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Unicorn Glade (Unicorn)
Needs - 2nd level dwelling, Rainbow
Costs - 6500gp, 12 wood, 6 gems
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Magic Forest (Faerie Dragon)
Needs - 3d level dwelling, Conservatory of Chaos
Costs - 14000gp, 14 wood, 6 ore, 7 crystals, 7 sulphur, 7 mercury, 7 gems
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Pyre (Phoenix)
Needs - 3d level dwelling, Creature Portal
Costs - 14000gp, 16 wood, 10 sulphur, 20 mercury
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Also an easy to build town... The town that really got an expensive build structure seems to be Academy, and perhaps that's why they get Nobility hero to pay for the high costs. The Creature Portal is fairly expensive to build, but may very well be worth its costs.
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Druid's Hall
Gives Nature spells.
Level 1 - 3 spells of level 1, heroes in town restore 20% SP (between turns)
costs - 2000gp, 5 wood, 5 ore, 4 crystal
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Level 2 - 3 spells of level 2, heroes restore 25% SP.
costs - 2000gp, 5 wood, 5 ore, 1 sulfur, 5 crystal, 1 mercury, 1 gem
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Level 3 - 2 spells of level 3, heroes restore 35% SP
costs - 2000gp, 5 wood, 5 ore, 2 sulfur, 6 crystal, 2 mercury, 2 gems
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Level 4 - 2 spells of level 4, heroes restores 50% SP
costs - 2000gp, 5 wood, 5 ore, 3 sulfur, 7 crystal, 3 mercury, 3 gems
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Level 5 - 1 spell of level 5, heroes restore 100% SP
costs - 2000gp, 5 wood, 5 ore, 4 sulfur, 8 crystal, 4 mercury, 4 gems
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Conservatory of Chaos
Gives Chaos Spells
Depending on the level of the Druid's hall it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 10 wood, 10 ore, 2 sulfur, 2 crystal, 8 mercury, 2 gems
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Conservatory of Life
Gives Life Spells
Depending on the level of the Druid's hall it gives 2 spells level of 1-3, and 1 spell of level 4-5
Costs - 2000gp, 12 wood, 12 ore, 3 sulfur, 3 crystal, 3 mercury, 3 gems
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Creature Portal
Requires - Druid's Hall
Each week additional creatures become available through the portals.
Costs: 6500gp, 10 ore, 5 gem
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This is fairly expensive, but could very well be worth the cost. To early to say about this one.
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Rainbow
Requires: Village Hall
+2 Luck (to following battle?)
Costs: 1500gp, 1 crystal, 1 gem
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See comments for the Abbey.
This too is here just to fill up a slot.
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Sacred grove
Requires: Village Hall
+3 SP (once per Hero).
Costs: 1000gp, 4 wood, 1 crystal
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Overall, I'd want towns to improve Heroes more, and since I've improved all the other towns dwelling I'll suggest the same here.
Increase cost to 2000gp, and make the benefit +5 SP and +1 SP regeneration.
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Grail
Summoning Stone
+3000gp, all Nature spells +50% efficiency.
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Stronghold
Arsenal
Requires - Village Hall
Offers - Axe, Greatsword, Shield and Leather.
Vials of Blinding Smoke, Potions of Restoration, Resistance, Endurance, Quickness.
Costs - 5000gp, 12 wood, 12 ore.
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Longhouse (Berserker)
Needs - Fort
Costs - 1500gp
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Centaur Stables Guild (Centaur)
Needs - Fort
Costs - 1500gp
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Harpy Peak (Harpy)
Needs - Level 1, Citadel
Costs - 3000gp, 4 wood, 1 mercury
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Nomad tents (Nomad)
Needs - Level 1, Caravan
Costs - 3000gp, 6 wood
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Cyclops Cave (Cyclops)
Needs - 2nd level dwelling, Wrestling Pit
Costs - 6500gp, 4 ore, 10 crystal
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Ogre Fort (Ogre Magi)
Needs - 2nd level dwelling, Tavern
Costs - 6250gp, 8 wood, 8 ore, 1 crystal, 1 mercury, 1 gem
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Behemoth Crag (Behemoth)
Needs - 3d level dwelling, Arsenal, Arena of Honor
Costs - 14000gp, 6 wood, 20 ore, 24 crystals
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Cliff Nest (Thunderbird)
Needs - 3d level dwelling, Castle
Costs - 14000gp, 20 wood, 6 crystal, 6 sulphur, 16 mercury
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Stronghold also have some expensive requirements as Caravan and Castle, although they can be avoided. However, do note that since the two Annexes and the Mage Guild has been replaced with one (very cheap) build, this town may very well find itself with surplus resources but because of increase production - with less money(=gold).
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Wrestling Pit
Requires: Village Hall
+(1-2)damage (once for a hero)
Costs: 1000gp, 6 ore
=> (Same as Thieves Gauntlet, and designers where is your imagination? Same special building effect in two towns??) And why does one require Fort and the other Village Hall. With so few town specific buildings this is a waste. Up the benefits and if necessary also the costs. The current benefit won't even kill an additional Halfling!
My idea:
+(5-10) damage (once for a Hero), increase building cost to 2000gp.
Or better: Make another _unique_ buliding.
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Arena of Honor
Requires: Fort
+6 Health (once for a hero)
Costs: 1000gp, 6 ore
=>
The costs and benefits should be increased. Double both cost and benefit.
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Magic Dampener
Requires: Fort
All your heroes receive 10% Magic Resistance (the effect - is summarized on all cities).
Costs: 2000gp, 10 ore.
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This looks OK.
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Breeding Pens
Requires - level 3 building
+50 creature production in this city.
Costs: 1000gp, 6 ore
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A must build if you have any way of affording the creatures. It's a giveaway at this price.
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Grail
Festival of Life
+3000gp. The production of monsters in this city grows with 100%, and in all the player's other Strongholds with 25%
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More creature production.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Fantusta
Known Hero
who wishes he was high
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posted February 25, 2002 12:52 AM |
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I, for one, like the extreme resource management. I guess we'll really have to see the maps first, because if they're all as rich as most of the TOH maps nowadays, it won't be THAT hard. I don't like to judge things early though, so I'll wait to actually play them (another good reason for the multiplayer patch)
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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