[1.02 BALANCE] Does anybody build the Adventurer's Guild on purpose? I think it still costs too much labor to build for its benefit.
Raise your hand if you love the Adventurer's Guild as is.
Raise your hand if you love the Adventurer's Guild as is.
In the current Meta this building as little to no purpose:
- % reduction on buying new champions is good BUT generally comes too late/ you run adventurer perk very often (which I do)/ you run wanderlust which negates the use of this bonus.
- 25% on 1 exp per season is worthless. Only heroes that are going to take advntage of it are governors. I rarely use governors unless one hero gets injured badly before level 4, cause i'm not going to go adventuring with a worthless champ/governor until he reaches level 12 to maybe get a rare chance at choosing PotG.
Used it once. Was actually useful, had the syndicate event in a game and had recruited a lot of heroes including a weak governor style hero (gildar/research per season), got her to level 4 and made her sat in one heavy production city with a black market. Shed led a small army to to kill the remnant of some syndicate troops.
I would say this building is more than situational. Making it to spawn a new quest every 30 turns, give xp to all stationed units, give a free trait to any hero visiting the town could improve its efficency.
I have built it before but it is more often just left un-built.
Now if ever i get more powerful PC i'll be playing on massive sized maps on slow research pace. Then the Adventure Guild becomes more relevant i think. As things are now, the game pace is too fast, the field too small, and the benefits too few.
I think this is a problem in general , many of the improvements just don't seem to be paced right, and many of the big wonders just aren't that wonderful.
That said, given how queues deny the AI the chance to build wonders, this might not be a bad thing.
Wait, what?! That's tremendously OP - surely a bug, yes?
I don't know about that. I don't like it, but it simplifies quite a few things, and some people like it because it removes the frustration from losing a wonder one turn from completion. And without that, a player will NEVER get a wonder on high difficulty, where AI starts with more than a hundred thousands Gildar, and rushes any building in one turn.
You can even come up with some rationalization - as soon as anyone comes with the plans and starts working, he attracts all the craftsman who can make the project happen, even if the project is barely advancing or stopped altogether. Look up Kölner Dom, the most famous example.
I didn't like that very much, but now I changed my point of view: it is like to accept that the wonder is for the first in researching the tree. Give th AI the chance, and it will do it too, so for me it is ok now.
Does the policy of my empire determine to delay its construction in favour of other buildings? Well, that's burocracy... And untill you don't finish it, you don't get the benefits, so I think it has some balance.
I think Adventurer's guild should give a global +10% experience gain to all of your Heroes (and henchmen?)
--> there should be something else, like a Governor's Guild, that increases experience for sitting heroes.
Great idea WhiteElk. I especially like the idea of having the Guild building work as a Quest generator, allowing a city to 'build' new quests near by.
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