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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Controlling an Empire
Thread: Controlling an Empire
InfernoX880
InfernoX880


Promising
Famous Hero
posted February 08, 2008 09:44 PM
Edited by InfernoX880 at 00:11, 10 Feb 2008.

Controlling an Empire

I know this idea has been suggested somewhere else, but I am going to quickly say one thing. I am not plagiarizing. The idea presented in the next few paragraphs was my own though it was actually somewhat inspired by another game that shall remain nameless.

More than a City...

Everything begins and ends with your city. That is great. But my idea will focus on something outside of the city, something far greater, that is your empire. The fundamentals will remain, such as dwellings and resource mines, but there will be more to contribute to establishing an empire. No you can't build things on the map. But there will be a few new things you may want to consider.

Villages

Scattered throughout the map will be smaller towns, or villages. They will not be like the villages you've come to know in which they are actually small towns that you can then build up. Villages come under the control of your empire and you can then invest in them, contributing either zero, 100, 300 or 500 gold per day, though this can easily be changed via the Empire Layout Menu (which will now be referred to as the ELM). Whenever a certain amount is cumulated, the village provides bonuses to your empire.

1000 gold total +200 Gold Income
2000 gold total +300 Gold Income (not cumulative)
4000 gold total +300 Gold Income, +1 Wood and Ore income
8000 gold total +500 Gold Income, +2 Wood and Ore income
20000 gold total +1000 Gold Income, +2 Wood and Ore income, +1 random precious resource per day

Now grant it is obvious that at 500 gold a day, it would take long to cumulate 20000 gold. Not to mention what a waste this would all be if your enemy captured a village. So here are a few more mechanics:
1) If the Village levels up, you are adequately informed with a message.
2) When a village reaches a new level, you can put more money into it. For each new level, another multiple of 300 is unlocked. That is at level 2, you can invest 600, level 3 900 etc.
3) If an enemy captures a village, you have one week to recapture it before the allegiance of the people of the village changes.

Towers of the Magi

Here your empire can fund an effective spell teaching facility with several other bonuses. The investments possible are 200, 400, and 700, with multiples of 400 being the further investment possibilities.

2000 Gold total 1 Level one spell, 1 Level two spell
4000 Gold total 1 Level three spell, +1 Knowledge to visiting heroes
7000 Gold total 1 Level four spell, +1 Knowledge to visiting heroes (cumulative with previous bonus)
10000 Gold total 1 Level four spell, +3 Knowledge to visiting heroes (cumulative)
17500 Gold total All Level one spells, all Level two spells, 1 Level five spell, +5 Knowledge (cumulative) and +3 Spellpower to visiting heroes

Once again you have one week to recapture.

Battle Halls

If there is magic, there must be might. All investments are the same, though the bonuses are quite different. All bonuses here are cumulative.

2000 Gold total +2 Attack
4000 Gold total +2 Attack
7000 Gold total +2 Attack, +3 Defense
10000 Gold total +3 Defense
17500 Gold total +5 Attack, +5 Defense, +1 morale to all allied heroes on the map

Chamber of Legends

The rarest, most pricey and yet most rewarding of these investments is the Chamber of Legends. A true late-game phenomenon, the player who controls this basically controls a second grail. The investments are high, at 3000, 4000, 5000, and an additional 1000 gold per level up.

10000 Gold total +20% creature growth to all towns
20000 Gold total +30% creature growth to all towns (not cumulative)
30000 Gold total +5 to all primary stats of visiting heroes
40000 Gold total +40% creature growth (not cumulative)
50000 Gold total +50% creature growth, +5 to all primary stats (not cumulative and cumulative respectively)

Resource Mines

One can also invest in resource mines. All precious resource mines bear the same costs and provide the same bonus. Possible investments are 200, 300, or 500.

1500 gold total +1 extra of the precious resource every two days
4000 gold total +1 extra resource every day (instead of the former)


If you have any other ideas related to this, please share.

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ElectricBunny
ElectricBunny


Known Hero
Pimp My Box
posted February 08, 2008 10:36 PM

Really nice ideas. If you could build a bit more on that, I might even say it's a QP.
But enough about QPs!!!
I agree on most of the suggestions, but maybe you should consider the prices a bit more. Prices like 50000 for attack ratings and 500000 just for 50% creature growth and better stats? They're close, but not close enough IMO.


____________

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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 08, 2008 11:04 PM

Yes they are a bit outrageous. I will post other prices soon, but in the meantime am open to suggestions.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted February 09, 2008 12:50 AM

I like the ideas, but I wonder wether or not mines and dwellings will actually become useless if you have villages and the like... Or wether you get flooded in recources.

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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 09, 2008 03:06 AM

Two comments:
1) Villages will not be too common. 3 or so per map.
2) If it really would play that much of a role, we can either make it 1 precious resource weekly, 1 random precious resource per day, or just make buildings more expensive.

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Andrelvis
Andrelvis


Adventuring Hero
posted February 09, 2008 02:42 PM

I like the idea of managing the realm it self rather than just the cities, but I didn't like much the actual ideas for buildings. I would prefer more interaction with dwellings and resource-producing sites, such as being able to improve them, specially with dwellings, which should be upgradeable to produce their respective upgraded creature and have slots for placing creatures, much like garrisons do; in that way, the creatures could be recruited there at any time, but only picked up by a hero. With those changes to dwellings their bonuses to town creature growth would be unnecessary.

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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 10, 2008 12:12 AM

Made some mild changes to the primary post. Mainly costs and included resource mines.

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