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Direct Link To This Post Posted: 03 Oct 2011 at 16:42
Originally posted by Torn Sky Torn Sky wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:


Upgrading or downgrading the Runemasters Grounding building, however, do definitely require a Rune recast to take effect.  This is because Rune charges may have been depleted in the meantime, and we don't want to allow insta-completes of Runemasters Ground upgrades as a way of instantly recharging Runes, and thereby bypassing the expiration cooldown. 




I had not seen that post. Thanks Torn Sky.
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Direct Link To This Post Posted: 04 Oct 2011 at 08:59
I had, I actually meant that if de-levelling the runemasters retreat cancelled the spell that would prevent players from casting runes then downgrading the building
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Direct Link To This Post Posted: 04 Oct 2011 at 20:35
As for rune and geomancy buildings, i would be reluctant to pay those upkeep for 16% bonus but i will gladly pay double for 20% when my other cities are in range, that is probably what GMs have in mind with city specialization.
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Direct Link To This Post Posted: 07 Oct 2011 at 22:48
Quote You don't need to recast the spell for this change to occur for the Geomancers Retreat.

I still have to recast "Natures's Bounty" to see a change of foodproduction.

Quote The target city gets a Notification that the power of the Geomancy spell has now changed, and what it has changed to, which is important as it helps explain to the target city why their resource level has now changed even when they didn't necessarily perform any action.

yes, I get the notification

Quote The resource summary now shows the bonus provided by the Geomancy spell to 2 decimal places, and the bonus provided by the spell's caster (including the bonus provided by the Geomancers Retreat) is reflected in the text on both the Active Spell page for both the caster and recipient (if different) as well as on the Cast Spell page for the caster.

and I can see the bonus at the ressource summery.

But the numbers on the production-bar change only, if I recast the spell
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Direct Link To This Post Posted: 08 Oct 2011 at 00:06
Originally posted by Testudo Testudo wrote:

But the numbers on the production-bar change only, if I recast the spell
This should now be working as intended.  The numbers *had* changed (in the background) but the resource bar just wasn't refreshing to get the new number(s).  Should all be fixed now.

Regards,

SC

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Direct Link To This Post Posted: 12 Oct 2011 at 21:10
**Originally posted by Thexion

"New Buildings don't slower building time it lowers the cost of upkeep unless you are not talking about sovereignty buildings."

**CAVALRY PARADE GROUND
Cavalry see themselves as the elite, the standard-bearers, of the military.

The Cavalry Parade Ground provides them with their own place to practice handling and dressage skills, as well as a place - funded by your town - to live, eat and sleep.

You may build this building multiple times; however, each subsequent building costs the same but performs half as effectively as before (2nd building = half, 3rd building = quarter).

1.5% per level upkeep reduction for Cavalry units     High Clay
Medium Wood



**So what you are saying is that these buildings make your troops harder to kill? For each level the building increases, the percentage bonus is an increase of your troops survival in a battle?

Example:

Cavalry building now gives a 6% upkeep bonus for cavalry. Which in turn, increases the chance the charioteers will not die in a battle?

Edited by Truth - 12 Oct 2011 at 21:14
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Direct Link To This Post Posted: 12 Oct 2011 at 21:16
Quote 1.5% per level upkeep reduction for Cavalry units

Upkeep is reduced - nothing else.
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Direct Link To This Post Posted: 12 Oct 2011 at 21:22
Originally posted by Createure Createure wrote:

Quote 1.5% per level upkeep reduction for Cavalry units

Upkeep is reduced - nothing else.


So I can build more troops than before by an increase of 1.5 %?

All of the other buildings make sense to me but for some reason I feel like I am learning a new language with these buildings...

The reason why it does not make sense to me is because the definition of upkeep is maintenance or repair. We all know that troops either die or live so there is no need for repair unless we are talking about commanders which we are not for this building.

Edited by Truth - 12 Oct 2011 at 21:28
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Direct Link To This Post Posted: 12 Oct 2011 at 21:28
nope... if you build a cavalry parade ground level 1 your cavalry upkeep will be 98.5% of its previous value.

Which means you will be able to support 1.5228426% more cavalry with the same amount of gold.

If you build cavalry parade ground level 20 your upkeep will be at 70% of previous value - so you can support 42.857% more cavalry for the same gold.

If you build CPG level 20 twice in one city you will have 55% upkeep - so you can support 81.82% more cavalry for the same gold.
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Direct Link To This Post Posted: 12 Oct 2011 at 21:31
Originally posted by Createure Createure wrote:

nope... if you build a cavalry parade ground level 1 your cavalry upkeep will be 98.5% of its previous value.

Which means you will be able to support 1.5228426% more cavalry with the same amount of gold.

If you build cavalry parade ground level 20 your upkeep will be at 70% of previous value - so you can support 42.857% more cavalry for the same gold.

If you build CPG level 20 twice in one city you will have 55% upkeep - so you can support 81.82% more cavalry for the same gold.




Thank you very much for answering my question :).

So, these buildings are a must have in my opinion then.

I do have much respect for the players in H? for their intellect and strategy in this game. It is too bad some of you do not like my defense idea lol. Baby steps... baby steps lol.

Edited by Truth - 12 Oct 2011 at 21:32
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