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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 12 Oct 2011 at 21:40 |
thanks for presenting the math in that way -- makes a good point about the real power of some of these buildings, particularly if you build more than one.
Food for thought.
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Truth
Greenhorn
Joined: 07 Oct 2011
Location: Truth
Status: Offline
Points: 57
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Posted: 12 Oct 2011 at 21:31 |
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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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 12 Oct 2011 at 21:28 |
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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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Truth
Greenhorn
Joined: 07 Oct 2011
Location: Truth
Status: Offline
Points: 57
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Posted: 12 Oct 2011 at 21:22 |
Createure wrote:
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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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 12 Oct 2011 at 21:16 |
1.5% per level upkeep reduction for Cavalry units |
Upkeep is reduced - nothing else.
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Truth
Greenhorn
Joined: 07 Oct 2011
Location: Truth
Status: Offline
Points: 57
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Posted: 12 Oct 2011 at 21:10 |
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**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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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 08 Oct 2011 at 00:06 |
Testudo wrote:
But the numbers on the production-bar change only, if I recast the spell
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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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Testudo
New Poster
Joined: 06 Feb 2011
Status: Offline
Points: 5
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Posted: 07 Oct 2011 at 22:48 |
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.
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
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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Sloter
Forum Warrior
Joined: 14 Aug 2011
Status: Offline
Points: 304
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Posted: 04 Oct 2011 at 20:35 |
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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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Erik Dirk
Wordsmith
Joined: 01 Jun 2011
Status: Offline
Points: 158
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Posted: 04 Oct 2011 at 08:59 |
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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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