[.86][bug] Adventurer's Guild description is off
Says it give a 25% chance of a xp for stationed heroes every turn, but it actually seems to be 100%. 100% is better, imho.
Says it give a 25% chance of a xp for stationed heroes every turn, but it actually seems to be 100%. 100% is better, imho.
I might actually build one this time.
Still seems a bit underpowered. Once some has gotten a level or 3, it takes a loooong time for 1 xp/turn to give a level.
I don't build them, but I will shamelessly exploit the ones I capture.
Currently I think this is very weak - it takes ages to build, costs maintenance and offers trivial xp to champs - I personally think this needs a big boost, maybe 3 xp per hero per turn - even then it would take a long time to level up champs stationed there
A procentual bonus would be better, at least for govenors.
well apart from governors that should need a few touches i think the building is quite good
you dont have to see it as a mean to reach lvl up but as a bonus for when champions are doing nothing or waiting to defend
for the small money cost its totally worth it maybe the only con is the long time to build
@ddd888 - I like the concept but it's a lame building at the moment - it's a per faction building available mid-game that takes a long time to build and costs maintenance. In return it gives champs xp so slowly that it's actually irrelevant at that point in the game. Additionally, the champ needs to sit in the city doing nothing to benefit from it so you are also foregoing the use of the champ too. Currently you could dump 6 governors in it and it still wouldnt be worth it IMO
well for example in the current game im playing i have 10 !!! champions
my stack only support 7 atm and so im wandering with those and leaving 3 in a city all time
at this point of the game i have left only 1 big war with the dominant faction and the high end quests were sub par champions couldnt survive
The bonus could scale with time/level/whatever.
For instance : once the building is created you earn 1 xp the 50 first turns then each 25 turns the bonus get +1.
Or + level * level of the city (so 1 then 4 then 9 then 16 then 25)
Or +1 xp for each successful quest
Or + number of successfull quests power 2.
Or more trophies from quests and you can send trophies to the adventureers guild and each trophy would give 2 xp.
Or add an action for champions "teach" : when in a city, the teaching champion can upgrade the level of the adventurer guild, it takes (actual level of the guild * 5) turns to get 1 more xp. A champion can't get the level of the guild past its own level (a champion level 6 can upgrade the guild up to level 6)
Maybe they could try a 1-in-some-small-percent of getting however many XP it takes to get to the next level? Make it work by levels, not XP points, possibly with tweaks to the percentage formula bases on some some achievements upgrades. A little randomness would make it feel more like a triumph when you finally level up.
Or, Vieuxchat's ideas aren't bad.
I think Town Hall should give passive EXP to the Path of the Governor champions ![]()
Basically, I think once you pick Path of the Administrator/Governor ... you should be able to get passive Experience from various buildings and events ![]()
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