Forums
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Bolle, January 2012, edited | |
So, dwarves. Such a fancy, innovative race. But also very hard to balance. Now, we can easily “alter” them radically, but that would sort of completely remove the 100 citz per building. So do you guys have any ideas to keep (part of) that 100 citz per building feature and still not make dwarf overpowered? Note: high unit costs won't solve it. | |
Kaamos, January 2012, edited | |
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Also need to solve the 'invincibility' that running all labs provides if we keep that 100 citz p/building feature. Maybe altering un-research to affect labs as well?
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Sonix, January 2012 | |
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Dwarves can only max 15% labs, 10% churches, 10% GHs, and 10% of the new buildings.
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sanzi, January 2012 | |
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No caps on buildings...
Labs are destroyed by pillage so they're not 'invincible' Perhaps have either a) Ability to Pillage by sending 50-100% of required defense or b) Change the Unresearch Spell to destroy Labs (cause right now it's kinda useless) |
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Sonix, January 2012 | |
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Pillage doesn't seem to destroy enough labs to he very harmful to a dwarf running like 70% labs or something. I do like the Unresearch Spell thing.
I think the race itself should have a penalty too though. Especially if they are going to come in with CF as a race spell. |
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[EM], January 2012 | |
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Unresearch is pretty pointless now. But back during the days before co-elders, and everyone running 30% labs past 2k acres, it was pretty useful :D I don't know how much the spell has been changed.. if none at all, it should be.
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CecilvonBismarck, January 2012 | |
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have citz per building vary between 100-75-50
100 for economic and easier to destroy buildings, 75 for defensive/military buildings, 50 for labs and other hard to destroy buildings |
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