On the other hand any negative is pretty much not important when it is added. Maybe, you forgot that point? A system with multiplication would have to have lower positive numbers for bonuses then an added system, but it adds more dynamics if done right. That is because a negative percent will always have a negative effect on everything that it is a variable for. On the other hand, in an added system anyone could just make up that negative with a slight tweak and come o
Santoes
You talking to me? I know that... that's why I said or... Anyways I think everything should be multiplicative, and traits, building, and town levels need to just replace bonuses instead of stacking. It's just lazy math when a game adds percentages.
Are those traits multiplicative? If so the total would be a -1% research penalty. I'd rather go with the two +10 research rout myself and take no bows or armour.
The choice of weapons comes down to your strategy and resources. Swords-(One handed Slashing) Axes are not to viable, I'll agree here. The good swords however come about very late game. I'm fond of a troop of cheap dagger wielders early game, but it always depends on if there is any metal early enough. Axes-(Two handed Slashing) I kind of fancy the great axes on Golems, and the Juggernaut is pretty awesome with his axe. T