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Cost for village stronghold kingdoms
Cost for village stronghold kingdoms







cost for village stronghold kingdoms

ID in general is bad for the game with out the extra village cost the need for ID to even be in game would be lessened also & with out ID I really wouldn't give a * about FP generated or stored Imagine if they didnt have to.the ammount of Fp generated would be retarded dont you think¿?

#COST FOR VILLAGE STRONGHOLD KINGDOMS FULL#

Unlike combat units, the Garrison does not get attacked, so it always counters at full power, regardless of the health of the building.Bluntaholic wrote:wish they would drop the extra honor cost on 11-15 as well it's fairly pointless & only serves to make people want to stay under ID 27/4. When a building is under attack, the armed forces within the building's Garrison will counter-attack. For example, healing a unit with half health will cost half that unit's total cost. This will drain health from the city to heal the unit, and it will also cost the unit a proportional fraction of the gold cost of the unit. Units can be healed by moving adjacent to a friendly building and choosing "Reinforce". Injured units will display their hit points over their map image.

cost for village stronghold kingdoms

Earned gold can be stockpiled or re-invested into unit recruitment, reinforcement, or the activation of certain units' spells and certain commanders' Grooves. Exactly 100 gold is generated per owned village and stronghold, unit-producing buildings do not generate gold. When a turn begins, the number of buildings owned by the active faction is added up and an allotment of gold is added to that faction's total. Most units can attack structures, but only walking humanoid ground units can capture them. Owned structures regain 10% health every turn. Upon capture, a structure will acquire half of the health of the capturing unit capturing units do no give up any of their own health during capturing. Owned structures must have their health reduced to zero before they can be captured, and will counterattack adjacent enemy units that attack them, adding an element of risk to the act of capturing. Neutral structures have no health and can be captured in a single turn. Thieves have a special ability to bypass gates.Īll structures can be captured by any faction. Gates receive half base damage, similar to a Stronghold. A Neutral gate is a barrier for all players. Gates cannot be captured by a player, but if assigned to a player by the map they allow only the player and their allies to pass unimpeded, and function as an impassable barreir to enemies. Once defeated, the gate is destroyed and removed. The Gate is a special structure that provides no functionality, but works as a blockade. They receive half the base damage compared to other buildings. They are the largest building type and have a unique appearance for each faction. Similar to Villages, Strongholds provide 100 gold per turn to the occupying player. Losing a Stronghold will result in a loss for the player, similar to defeating their Commander. Strongholds are special buildings which cannot be captured. They provide the same income and are targetted as land units similar to normal Villages. Water Villages are functionally identical to regular Villages, but are positioned within water tiles (Sea, Deep Sea, and Reef). Neutral Villages earn no gold for any faction until they are captured. Each Village that a player controls will earn them 100 gold at the beginning of each turn. The primary building type, Villages generate income for players.









Cost for village stronghold kingdoms