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Edwarf

Balancing Advisors
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  1. Close game but i finally win Dakara vs Edwarf.zip
  2. Close game but i finally win Choca vs Edwarf.zip
  3. Hi i can play if there is players missing
  4. - In game name: Edwarf - Interested for the following schedules: weekly or lighning - BO1 or BO3?: BO1 pref for fast game and ofc bo3 for final (not for me ofc :p )
  5. Quick feedback on SVN 27003: (RC2) Persian don't have "conscription" and "levy" anymore, is it done in purpose ? Persian Cav archer champs are exactly the sames as Persian chariots champs. And for the same unlock price when you unlock persian cav archer champs you get also spear cav champs. Ptolemies are moved in the fort, it is no the same for seleucid, is it on purpose ?
  6. You are all wrong 1 - aow 2 - aow 3 - aow 4 - aow 5 - aow 6 - aow 7 - aow 8 - aow
  7. Team Ranking could help for next alpha balancing
  8. Hello, There is many building almost never used because they are not enough useful, it is a bit sad because the art work behind is great. I wish we could find a way to balance them a bit more in order to see them more. Most of them are unique building, they can participate on the civilizations differentiations. Unused building balancing ideas: Theatron : Current one : Bonuses: Structures +20% territory influence raduis Cost: 200 Wood + 600 Stone + 200 Metal On going patch : D3602 / D3563 New bonuses/mechanic ideas : 1 - Ressources trickle -> 1 metal / sec Justification : Cultural wealth. 2 - Faster training time -> reduce the prodution time of organic unit. Justification : Contribute to the well being of the population / meeting place. Balancing proposals : Proposal 1 : Bonuses: Ressources trickle : 1 metal/sec Faster training time : -10% training time Territory increased : +50% Cost : 600 Stone Proposal 2 : ... Edict Pilar of Ashoka: Current one : Bonuses: Traders +20% speed. Range : 75 meters Cost: 100 Stone + 100 Metal Condition: Ashoka the Great is alive On going patch : / New bonuses/mechanic ideas : 1 - No condition required : -> Don't need to train Ashoka the Great Justification : Unify with other civilizations 2 - Building placement : -> Neutral territory -> Ally territory Justification : Trade routes is very often with allies. 3 - Team speed bonus : -> The trader speed bonus works also for allies. Justification : Trade routes is very often with allies. Balancing proposals : Proposal 1 : Bonuses: Own and ally traders +20% speed. Range : 75 meters Buildable on own, neutral and ally territory. No condition required Cost : 100 Stone Proposal 2 : Bonuses: Own and ally traders +20% speed. Range : 75 meters Buildable on own, neutral and ally territory. Condition: Ashoka the Great is alive Cost : 75 Stone Proposal 3 : ... Cothon (Naval Shipyard): Current one : Bonuses: Garrisoned ships +10 health regeneration rate Cost: 300 Wood + 200 Stone On going patch : / New bonuses/mechanic ideas : 1 - Faster training time -> Ships are built faster (training time reduce by 80%) Justification : This building is a ship factory. Balancing proposals : Proposal 1 : Bonuses: Garrisoned ships +40 health regeneration rate. (still slower than 5 units repairing) Ships are built 80% faster Cost : 300 Stone Proposal 2 : ... Lighthouse: Current one : Bonuses: Very Large vision range Cost: 200 Stone + 200 Metal On going patch : / New bonuses/mechanic ideas : 1 - Faster ships movement speed -> Ships moves +20% faster inside the vision range, allies included Justification : Lighthouses mark dangerous coastlines, hazardous shoals, reefs, rocks, and safe entries to harbors Balancing proposals : Proposal 1 : Bonuses: Ships movement speed +20% Very Large vision range (current one) Cost : 250 Stone Proposal 2 : ... Wonders: Current one : Bonuses: Glorious Expansion : +20% maximum population limit (requires the "Glorious Expansion" technology) Ressources Trickle : 1 Food/s + 1 Wood/s + 1 Stone/s + 1 Metal/s Cost: 1000 Wood + 1500 Stone + 1000 Metal On going patch : / New bonuses/mechanic ideas : 1 - Reduce all unit cost -> All unit are +20% cheaper to train Justification : / 2 - Reduce all building cost -> All building are +20% cheaper to build Justification : / Balancing proposals : Proposal 1 : ...
  9. Ideas proposals to make it more "realistic" : Taxes : Every unit gives a metal trickle. Food consumption : Every unit cost food (negative food trickle) -> once you reach 0 food your unit start to die. (inspired by "Cossacks"/"American Conquest") Every unit are train as simple citizen, In order to get soldier you have to send your unit to your barracks to get equipement and military training. In other word training a soldier cost a citizen. (inspired by "Cossacks"/"American Conquest")
  10. If I am right, The circle you see in game is the former building range from A23. It doesn't seems to be updated. And it was also just a small indication on A23 because elevation and range upgrade were not taken into account. In A24 you can consider the building range as the field of view of the building except for the fort the range is similar to its territory range.
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