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Bob_The_Mighty wrote:However, peasants can be put to work chopping down trees, making fords
Bob_The_Mighty wrote:- Peasants can only build/farm/mine when they have more than 1 movement left. This means they can't do it if they go next to an enemy that is higher than level 0. Thus the possibilty of creating an instant defence isn't too much of a problem in my opinion.
Bob_The_Mighty wrote:I guess I should add something to reduce the enemies if there are less human players but I don't know how.
Bob_The_Mighty wrote:I guess the building events could be made into an all-inclusive macro, but i don't really know how to do that. I wish I did because that would be very handy for me - I could use the same util.cfg for all the new land scenarios.
{~campaigns/A_New_Land/util.cfg}Rhuvaen wrote:Bob_The_Mighty wrote:- Peasants can only build/farm/mine when they have more than 1 movement left. This means they can't do it if they go next to an enemy that is higher than level 0. Thus the possibilty of creating an instant defence isn't too much of a problem in my opinion.
.... In fact, not building a castle when attacking from grassland would be a bad choice, since I can boost my defense from 40% to 60% (for as long as I hold that hex) by spending four gold.
Imp wrote:The castle-building-when-attacking is fine the way it is. You see, by using a peasant to fight, you're not getting that peasant's income that turn, not to mention they're fragile. While the enemy is attacking with lvl 0's, your economy is the most important thing, so using a peasant to fight is a commitment of valuable resources - plus the cost of a castle is two turns of one peasant's income!
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