Houses generate 0.025 Gold/s each and are capped at 20 houses generating Gold in total (on top of the pre-existing bonus to their population space)
This would make having 20 houses equivalent to having an extra relic, causing the following:
- Incas have a bonus to feed their gold-hunger, something commonly criticized about the civ design when compared to Aztecs and Mayans
- Incas would receive a compensatory buff for losing the noboru rush
- All Incan openings (except straight towers) would be significantly smoother to execute, adding to their general appeal of Incas being the meso with smooth openings via passive bonuses.
- Incas would have an interesting tradeoff around adding houses early despite not needing the pop space.
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Couple random factoids:
- each house placed instantly in dark age (followed by a 9:10 feudal time) would yield 13.5 gold. Placing the generic 4 houses instantly would net 54 gold, but slow down your mill timing.
- a house takes 25m20s to pay for its total resource cost + build time (38 resources)
- a house takes 16m40s to pay for just its total resource cost (25 resources)
- a house takes 2m10s to pay for itself at bottomed out market prices, and 2m50s with guilds (3.5, 4.25 gold, which was the point of the artificial cap)
- Incas could potentially be able to open m@a without gathering additional gold from mines, something currently only the aztecs can do.
- Inca house bonus would be equivalent to Aztec relic bonus for x=3 relics (but still be worse because it doesn't affect the whole team)
- Incas would be the best civ to do this with because of their pre-existing bonus to houses
- Incas have a similar bonus in aoe3: their houses generate food and provide more pop space than generic houses. Unlike aoe3, Inca houses would cost the same amount of wood, but that's a testament to the way the two games are different rather than an actual way to balance this.
- This could be easily adjusted by adjusting both the rate and the artificial cap.
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