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Old August 15th, 2009, 11:12 AM

kianduatha kianduatha is offline
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Default Re: Experimental Game - Outofthelab

Quote:
Originally Posted by Squirrelloid View Post
supplemental to 1, making fortresses/labs more expensive will stop mage production facility spamming. Actually, making fortresses cheaper and labs much more expensive will make unit recruitment centers cheaper while making mage recruitment centers more expensive.

Say 1/2 price fortresses, triple price labs (and no nation gets cheap labs). At 400/fortress and 1500/lab, players might think twice before building multiple sites for recruiting mages.
The only problem with this idea is that some casters/researchers don't require a lab. Of course you could make them cost more. But if you're doing that, why not just make every caster cost more, if all you're worried about is the proportion of mages to normal troops?

I think the real thing we're trying to fix here is the "fifty mages sitting around in your capital" issue. The point is that you'll only buy a mage if you have a particular use for them.

Take Sauromatia as an example. You won't have 50 enaries if you aren't going to research with them. It's just not practical. You'll have 3, maybe, for remote site-searching. Because there's no point making a bunch of them if they're just sitting there useless for half the game. Better to spam castles with the money, make more troops, then once research has ramped up to the point where they're actually useful, you'll start cranking out combat mages. But you might not even tech to Nether Darts at all under this mod--because you don't already have the mages sitting there.
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