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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Anyone for a faction recreation contest?
Thread: Anyone for a faction recreation contest? This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Rimgrabber
Rimgrabber


Hired Hero
Wearer of Fedoras
posted May 25, 2017 01:28 PM
Edited by Rimgrabber at 21:34, 26 May 2017.

Haven

Motto: The only time you're truly alive is when staring death in the face.

Terrain: Mountains

Architecture

The humans of Haven once had many prosperous empires and kingdoms, however countless centuries of war and political corruption ultimately destroyed them. Most humans are now mercenaries and adventurers who use their military talents to earn money and shelter for their clans.

Might Hero:

Clanlord


Clanlords are the closest thing to rulers the humans of Haven still have. While they aren't much more than famous sellswords, they are still highly respected leaders. Clanlords' attacks increase the damage their troops deal to the target.

Magic Hero:

Seer

Seers are freelance mages who are paid hefty sums to tell people's fortunes. While many are simply frauds looking for easy gold, some people certainly do have "the gift". Troops rally to them, knowing that a Seer's prediction could save their life. Seers can predict the outcome of a battle once per day.


Faction Skill:

Plundering

Haven Heroes earn gold equal to X%(actual percentage depends on Hero level) of the hp of fallen enemies in combat. At level 10, they can also get up to 5 units of wood or ore, and at level 15 they can additionally earn up to 3 units of a random rare resource.


Units


Tier 1: Rouge --> Tracker

Weak shooter with no melee penalty. The upgrade also reduces rough terrain penalty.

Tier 2: War Hound --> Rabid War Hound

Fast attacker with opportunity retaliation if upgraded.

Tier 3: Bodyguard --> Man-at-Arms

Standard Footman/Sentinel type unit

Tier 4: Rust Monster --> Steelcrusher

Bulky but fairly good speed, this saboteur reduces the target's defense with each attack, and also their attack if upgraded.

Tier 5: Firebreather-->Flamedrinker

Shooter that can cast fireball, and is healed by fire spells if upgraded.

Tier 6: Gryphon Rider --> Berserk Gryphon Rider

Fast, bulky, powerful flier with unlimited retaliation, and the upgrade can attack a second time if it finishes off a stack.

Tier 7: Landsknecht --> Rundtartschiere

High damage tank, with no enemy retaliation, and 35% bonus damage to large creatures from tier 5, 6, and 7.



Unique Buildings:


Freelancer Guild:

Creatures can be sold here for 70% of their original value. Each Freelancer Guild you own increases profit by 10%, but money earned is capped at 100% of the creatures' original worth.

Gladiator Arena:

The Gladiator Arena gives every Haven creature in a visiting Hero's army the "Taste of Blood" ability for the next 3 combats.


Grail Building:

Increases gold income by 5000 and creature growth by 50%. Additionally, all creatures now have the Enrage (same as H5) ability permanently.





____________
http://heroescommunity.com/viewthread.php3?TID=44170

^ my proposal thread. I likely won't update it much while LizardWarrior's faction creating contest is going on tho

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leiah2
leiah2


Known Hero
posted May 25, 2017 02:02 PM
Edited by leiah2 at 14:04, 26 May 2017.

Haven
Motto: "Victory is taken, not granted"
Terrain: Grasslands

Architecture:
Description:

Might Hero:...

Magic Hero:High Priest/Priestess

Faction skill:...

Creatures:
T 1: Spearman -> Halberdier / Sentinel
T 2: Archer -> Longbowman / Marksman
T 3: Swordsman -> Dueler / Squire
T 4: Griffin -> Battle Griffin / Silverclaw Griffin
T 5: Malakhim -> Flameblade Angel / Luminous Angel
T 6: Jouster -> Crusader / Sun Rider
T 7: Archangel -> Angelic Justicar / Seraphim

War Machines:
Trebuchet (replaces Catapult and Ballista)
Healer: Has a weekly growth like creatures (replaces First aid tent)
Divine Relic: (replaces Ammo Cart)
Special building #1:...


Special building #2:...


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markmasters
markmasters


Famous Hero
Dragon of justice
posted May 25, 2017 03:03 PM
Edited by markmasters at 11:25, 29 May 2017.

Haven:
Background:Humans have Always been a zealous race that search for a purpose in life. For some that is serving their lords, for some serving the light and for some....eradicating everything that is considered evil.

This Haven setup will be a traditional human-populated town. But more emphasised on fighting 'heathens and darkness'. And specialised in morale.

Heroes:
Paladin: A might orientated tactician who also specialises in holy magic.

Bishop: A magic orientated leader focussing on holy magic, increasing morale and striking fear and doubt into the hearts to all that oppose them.

7 tiers:

1. Peasants: While it is their main job to supply food for the citizens, in times of need they can be usefull pawns as they are numerous.

Basic melee unit visualised in a group of 3 peasants (with different farming tools).

Upgrade: Angry mob Slightly increased stats and a special passive ability: Tides of battle: Whenever an enemy stack dies, increase morale +1 during the battle, if an allied stack dies, decrease morale -1 for the remainder of the battle (both can occur multiple times).

2. Hound Trainer/Hound Master. Unit with high mobility and high intitiative with a semi-ranged attack. Can attack enemies up to 4 hexes by sending their dogs in, who strike so fast that they don't fear retaliation. Hound master

Even within the haven self some people are lured to the darkness sometimes. Hound masters train their hounds to find and flush out the secret dark meeting places of occultists within the city. Those occultists are given a choice. Be killed, or repent (and still be burned).

Hound master passive: Enemy units cannot become invisible or stealthed.

3. Bowman/Marksman.
A standard ranged unit with the main purpose of defending the haven against raiders....or strike down any worshippers of heresy from afar.

4. Witch hunter/Witch slayer Witch slayer
Tactical spellcaster, Can drain mana from enemy units and heroes from a distance and give enemy units Mark of the heathen, this skill will increase the damage taken from magic spells (and witch hunter/slayer attacks) by 25%. Durable unit that fights in melee

Witch slayer special ability: Once per battle can use a close (melee ranged) blunderbuss attack with silver hail, which deals double damage to the target and any unit unlucky enough to be directly behind it.

5. Pegasus rider/Pegasus knight
Pegasi are considered holy creatures, created by the light and therefore the perfect mount to hunt down all that is evil, far more effective then common horses.

Flying creature that gives +1 morale to all adjecent allies.

6. Harpoon/Balista (a cart pulled by horses with a mounted harpoon/Balista, operated by a group of humans).

Slow, unmobile ranged unit without a ranged penalty that is extra effective against flying creatures (deals 50% bonus damage against flying creatures).

Special passive: Far ranged: When retaliating or attacking a nearby melee attacker, the unexperienced crew fights back with melee weapons because there is no time to aim with the harpoon or balista. Resulting in only dealing 25% damage in close combat


7. Crusader/Divine Crusader. Chosen warriors by the light itself, Crusaders are heavily armored and therefore slow but very zealous. Upon defeating an enemy stack, they may take another turn.

Divine crusader specialty: Heavenly aid Once per combat divine crusaders can plea for the aid of the light in the form of angels equal to half of the amount of Divine crusaders. The angels are immune to magic, flying units and will stay on the battlefield for 3 rounds. Increasing the morale of all allied units by one for the duration.

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Varnoc
Varnoc


Hired Hero
posted May 25, 2017 03:53 PM
Edited by Varnoc at 06:54, 10 Jun 2017.

Haven



The Haven Kingdoms are situated within the foothills and forests of the mountains. The abundance of timber and stone has led them to construct sturdy buildings and fortifications. Because of their proximity to the mountains, and the riches they contain, Haven cities and towns are often the target of raiders. Despite this, many races reside within the Haven Kingdoms, though Humans remain the most prominent.


Heroes


Might Hero - Knight - Leaders of martial skill and tactical ability, Knights of the Haven forces are famed for their swift and decisive actions on the battlefield.

Magic Hero - Crusader - Leaders of mystic might and great understanding, Crusaders excel at marshaling their troops to victory by invoking powerful blessings upon their forces and providing a bulwark from hostile magic.



Creatures


Tier 1 - Sentinel -> Centuri

- All citizens of Haven territories serve for three years in the Sentinels when they come of age. Sentinels act as town guards, and are issued the Haven's iconic Irontree Spear upon their completion of service. This practice ensure that, should the need arise, all able bodied citizens are trained and armed, allowing them to quickly repel near any attack upon their settlements. Sentinels are not particularly strong individually, but are excellent when supporting specialized units.

- Centuri are those among the Sentinels that elect to continue their service past the issuing of their Irontree Spear. Better trained and equipped than ordinary Sentinels, Centuri are responsible for the hunting and disposing of the mountain's more dangerous residents when they cause problems for Haven settlements.


Tier 2 - Timberling -> Silverback

- Timberlings are the descendants of the wolves native to the mountains surrounding Haven lands.

- Silverbacks are so named for the sheen of grey hair running down their spine, Silverbacks are a breed of Timberling more closely related to their feral heritage. Silverbacks are employed primarily by the Centuri when hunting beasts, intruders, or criminals, that are in need of disposal.

Tier 3 - Vigil -> Ranger

- So named for their keen eyesight, Vigils serve as watchmen and hunters. Armed with longbows, they are adept at silent movement and are capable of scaling trees, cliffs, or walls with startling speed, allowing them to make shots on opponents that would otherwise be behind cover.

- Elite among the Vigil are the Rangers, serving under the direction of the King. Rangers are seen as an aloof group, but serve faithfully as quiet wardens of the realm. Rangers have practiced their archery to such a degree as to fire two arrows in the space of a single breath, but often, terror is a more effective tool than harm. The Rangers have utilized their near supernatural speed to create a signal known as the "Ranger's Kiss", wherein two arrows sprout from the dirt between an individual's legs. Not only is this effective, it's also quite amusing to watch.

Tier 4 - Seer -> Guardian

- The title of Seer is granted to those possessing mystic ability among the Sentinels. Like all novice spell-casters, Seers take a lot of time and effort to focus and execute their abilities, and as such are found behind their allies, where they have the time they need to complete their incantations. Because of this, Seers are often positioned behind the bulk of Haven forces, and often cast spells focused on enhancing the abilities of those protecting them.

- Known as the "Warrior Mages" of the Haven, Guardians are Seers of the highest caliber. Capable of casting spells near effortlessly, Guardians stand shoulder to shoulder with the Centuri that once protected them, utilizing both their physical and mystic might to protect their allies.

Tier 5 - Griffin -> Grey Griffin

- Much like Timberlings, Griffins were once feral beasts of the mountains. Having since been living among the Haven cities, Griffins have become one of the Havenís greatest allies. Fiercely loyal and territorial, the presence of Griffins on the field ensures that the skies above Haven forces are friendly.

- Called thus for the steel coloring their feathers take as they age, Grey Griffins are larger than the younger yearling Griffins. Though their age has slowed their movements somewhat, their raw, precise strength has earned them a place of respect within the Haven.

Tier 6 - Cavalier -> Champion

- Cavaliers comprise the bulk of the Havenís cavalry. Mounted upon shorter, stockier horses with sure footing in the mountains and possessing light equipment, Cavaliers are well situated for hit and run tactics in rough terrain.

- Distinguished Cavaliers are known as Champions. Possessing heavily equipment and having undergone rigorous training, Champions are capable of devastating cavalry charges that force enemy lines apart, leaving a path left open in their wake that allows allied forces to swiftly move in behind them.

Tier 7 - Drake Rider -> Wyrm Knight

Greatest of the denizens living in the mountains near the Haven territories are the Drakes. The smallest members of the Wyrm family, Drakes spit neither fire like Dragons nor acid like Wyverns, but are more agile and numerous their larger cousins, and because of their smaller size, they achieve flight with greater ease.

- Drake Riders are individuals that have bonded with a Drake upon it's hatching, and grown as it does. Revered by common folk for their rarity, Drake Riders serve the Haven Kingdoms by acting as shock troops alongside the Griffins, leading them to strike vulnerable positions in enemy formations. The Drake Rider's unique point of view also allows them to serve as unique scouts.

- Wyrm Knights are veteran Drake Riders and vassals of the King. Highly respected by Haven forces, their mere presence on the field of battle is enough to inspire allies to greatness.

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted May 25, 2017 03:54 PM
Edited by Mediczero at 19:41, 26 May 2017.

Haven:

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 25, 2017 03:57 PM

I'll go Artu style: this spot is not reserved and you may post in it.
____________

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MattII
MattII


Legendary Hero
posted May 25, 2017 09:42 PM

Makes me wonder why everyone's reserving posts when half of you have already posted to express your interest in competing and so can just modify those posts.

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted May 25, 2017 10:13 PM

I suppose nobody realized that...

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Rimgrabber
Rimgrabber


Hired Hero
Wearer of Fedoras
posted May 25, 2017 10:35 PM

MattII said:
Makes me wonder why everyone's reserving posts when half of you have already posted to express your interest in competing and so can just modify those posts.




Because it's all part of my deliciously evil plan to take over the world by flooding the forums! Mwahahahaha!






Not really, but "It didn't occur to me" isn't as interesting.
____________
http://heroescommunity.com/viewthread.php3?TID=44170

^ my proposal thread. I likely won't update it much while LizardWarrior's faction creating contest is going on tho

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leiah2
leiah2


Known Hero
posted May 26, 2017 12:02 AM

MattII said:
Makes me wonder why everyone's reserving posts when half of you have already posted to express your interest in competing and so can just modify those posts.


Gotta raise that post count you know

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 26, 2017 01:28 AM

My first post was a suggestion to OP and moderators.

My second post is for others to write inside.

This post is to explain all this.

Next post will be my entry.
____________

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
Age of erwins is over
posted May 26, 2017 09:35 AM
Edited by LizardWarrior at 09:37, 26 May 2017.

Rimgrabber said:

My suggestion for voting would be that each voter can rank the submitted town ideas and the one with the best collective score wins.


Yeah, all voters should vote all towns with a score from 1 to 10, then we sum those up.

Rimgrabber said:
Also, are we doing one for Dungeon or nah?


oops, my mistake Added Dungeon now

MattII said:
That in, can I start on my Sylvan/Rampart/Preserve entry now?


There's one faction per round. So first, everyone posts their Haven, then next round everyone posts their Sylvan and so on.

Quote:
Over how long a period of time are you planning on doing this?


All rounds hopefully.


Also, it's nice to see so many contestants How much would it suggest the round to last? Would like to hear some opinions, preferably long enough to get the contestants enough time to finish, but short enough to keep it fast paced. I was thinking about the 15th of the next month, that's about 3 weeks, are you all fine with this?
____________

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MattII
MattII


Legendary Hero
posted May 26, 2017 09:51 AM

LizardWarrior said:
There's one faction per round. So first, everyone posts their Haven, then next round everyone posts their Sylvan and so on.
Bonus Points for being the first to to finish?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 26, 2017 10:36 AM

I think 3 weeks might even be a bit much time if you want it fast-paced. Especially as you stated this is not about detail mainly.

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MattII
MattII


Legendary Hero
posted May 26, 2017 01:50 PM

Well you could work it by having, say, 2 weeks 3 days to collect entries, and four days of voting, then move onto the next stage.

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Mascot
posted May 26, 2017 04:19 PM

MattII said:
LizardWarrior said:
There's one faction per round. So first, everyone posts their Haven, then next round everyone posts their Sylvan and so on.
Bonus Points for being the first to to finish?


What about bonus for reusing my first post for everything? hoho Had to hold back the wild influx of ideas, specially some of my project which don't fit with some scenarios, or they tend to get too exotic.
____________

Heroes-based proposal thread Ė On hold, while I'm writing my book. =)

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Methven
Methven

Tavern Dweller
posted May 29, 2017 06:42 AM
Edited by Methven at 06:43, 29 May 2017.

Hello!
I've hardly posted here before, but I thought this looked like fun so I thought I'd share my idea.
I figured that I may as well completely reinvent the Castle faction, and see where I ended up. The result- well, see for yourself! Most of these units are designed to mirror typical/traditional Castle units. I think it's an interesting spin on what we've seen before.

Colony

Motto: For the Queen and for the Colony
Architecture: Late medieval- keeps, spires and palaces with heavy influence from termite mound structures and insect nests.
Symbol: Winged shield (with insect wings)
Description: The Colony is a balanced town on both the might/magic and offence/defence scales, and has weak low-level units in great numbers, effective mid-tier units and a powerful, tank-like level 7 unit to support the army. Heroes specialise in Leadership, Light Magic, Offence/Defence and Governance abilities and in supporting their units on the battlefield rather than dealing their own damage or calling down devastating spells. The Focused ability, shared by three units and gained by all with the Grail building, prevents negative mind control effects. The town plays on the idea of combining an insect colony with mindless workers, distinct castes and an all-powerful Queen to a human empire with thoughtless peasants, wide class divisions and a one-track mind on serving their leader (King/Emperor/Deity).

Heroes
Might: The Banneret - Chosen for impeccable leadership qualities by the Queen for her service, a banneret leads their army with valour and vigour, causing even the weakest warriors to perform remarkably on the battlefield.
Every level of positive morale on a friendly Colony unit raises that unit's base health (+1, +2 Morale = +1 Health; +3 Morale = +2 Health). Starts with Leadership skill and often with Attack or Defence skills.

Magic: The Thaumaturge - Miraculous spell casters recognised for their supernatural talents, these servants of the Queen support armies with various arcane and divine inspirations, and are skilled in diplomatic conquest.
The hero has the Golden Nectar ability, which allows it to spend a combat turn to increase friendly Colony units' attack and where applicable, mana. Starts with Light Magic skill, and often with Leadership or Governance skills.

Units
There are seven tiers of Colony units. Abilities in brackets are for the upgraded form only.

1. Soldier/Hivemind - Small, flighty militia that come in great number to support their nation's cause. Their faith in the greater good of the Queen and Colony is unwavering. Hiveminds are most useful for their Pollen ability.
Abilities: Flyer, Focused, (Pollen)
Image  (on the right)

2. Blaster/Bombardier - Blasters are tougher than Soldiers, but not by much. The real difference is in the ranged attacks contributed by Blasters and Bombardiers, some of which can have devastating AoE damage.
Abilities: Shooter, (Bombard)
Image (on the left)

3. Drone/Royal Drone - These flyers are balanced attackers, adept at crippling the enemy and lasting long enough to see their efforts succeed.
Abilities: Flyer, Focused, Sting, (Royal Venom)
Image

4. Priest/Hooded Priest - The only spell caster in the Colony armies, Priests ensure that the other troops are supported on the battlefield. Hooded Priests have trained longer, and are more proficient at inspiring their comrades and dealing damage from afar.
Abilities: Shooter, Spell Caster, (Miraculous Signs)
Image  (on the right)

5. Lancer/Cavalier - The primary damage-dealers of the Colony army, Lancers charge valiantly into the fray of battle. They are well supported by other Colony units. Cavaliers are even more committed to service, and nothing could make them turn from their cause.
Abilities: Charge, Sap Drink, (Focused)
Image  (but less evil looking!)

6. Gladiator/Champion - The Colony doesn't support the cruel gladiator battles it once relished, but some famed and respected fighters still retain the name. Those who have proven themselves in protecting the Colony are honoured with the rank of Champion.
Abilities: Focused, Unlimited Retaliation, (No Enemy Retaliation)
Image

7. Sun Beetle/Khepri - Both hulking and majestic, Sun Beetle are a sign of hope for the Colony; having one fight in a banneret's army is considered a favourable sign. Khepri, fabled to be descendants of the sun itself, are brilliant sights to behold as they deal out the Queen's righteous anger upon her enemies.
Abilities: Heavy Flyer, Exoskeleton, (Radiant Blast)
Image (but more bright/colourful)

Description of Abilities:
-Flyer: Unit can move to any free location within its movement range, even over any obstacles or units.
-Focused: Unit cannot be influenced by any negative mind-control effects (berserk, taunt, hypnosis).
-Pollen: Tiles passed over by this unit retain a sweet pollen, which remains for 2 turns after the unit has stood on or passed that tile. Friendly units passing through will regenerate health each time they pass through a pollinated tile (no resurrection allowed).
-Shooter: This unit may deal ranged damage to any unit on the battlefield, though deals less damage to units far away or adjacent to it.
-Bombard: This unit may shoot a bomb to any tile within its movement range as its turn. This bomb explodes immediately, dealing full damage to all units at that tile and adjacent tiles.
-Sting: This unitís attacks make the targetís next attack deal minimum damage.
-Royal Venom: This unitís attacks and retaliations poison the target, dealing small amounts of damage. The poison will last for 5 turns or until the poisoned unit takes a turn without attacking.
-Spell-caster: This unit has a spellbook, mana and a limited range of spells it may cast.
-Miraculous Signs: Whenever a stack is killed, this unit casts a spell increasing all friendly unitsí morale by 1.
-Charge: This unit deals more damage the further it travelled in its turn.
-Sap Drink: This unit heals twice as much from Pollen.
-Unlimited Retaliation: This unit may retaliate every time it is attacked.
-No Enemy Retaliation: This unitís attacks may not be retaliated against (overrides Unlimited Retaliation ability).
-Heavy Flyer: This is the ability Flyer, but the unit may never fly two turns in a row.
-Exoskeleton: This unit is resistant to all spells level 3 and over, and receives only half damage from ranged attacks.
-Radiant Blast: Every five turns, may deal normal attack damage to every enemies within 3 tiles, the damage dealt gets randomly distributed among allies within a 5 tile radius (resurrection allowed).

Special Buildings:
Special Building 1: Royal Gallery - Increases heroís morale by one for the next combat.
Special Building 2: Storage Pits - Provides one random resource to the treasury each day (not gold).
Special Building 3: Cenotaph of Glory - For all friendly Colony units that die, this townís production of units for the next week is increased by up to 50%, rounded down. Higher level units contribute more to this increase.
Grail Building: Hive of Wonder - +5000 Gold per day. Unit production increases by 50% in this town. All Colony units in heroesí armies gain the Pollen and Focused abilities.

PS: I wasn't sure I could format the pictures right, so hopefully the links work okay! Of course, all credit goes to the artists/owners.
PPS: Please let me know if there are any problems with the way I've posted this reply, and I'll do my best to fix them.
PPPS: I'm fine with whatever time bracket per round seems reasonable to most people, and I'll try to get an entry for each round.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
Age of erwins is over
posted May 29, 2017 08:18 PM

I find 10th of the next month a fair deadline, then we also get 3-4 days of voting. Glad to see how many people are taking part in this contest
____________

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted May 31, 2017 02:41 PM

I'm gonna have to pull out: I just don't have the time for this
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 02, 2017 01:19 PM

I will have to bail out too

Best of luck everyone!
____________

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