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[Campaign Balance] Should Military Forges be buffed ?

RewanRewan Senior MemberPosts: 1,361Registered Users
edited June 9 in General Discussion
Okay so after playing a bit I realized I pretty much never used the Military Forges line. It's not that it's a bad line per se but it just lacks some oomph to be good compared to other options I feel.
They feel especially lackluster as they require "tech-ing" and TWO ressources

What I would personally propose would be :

Tier 1 :
No change in upkeep. (30)
Recruitment cost -10% in local commandery (no change)
Recruitment cost -5% in adjacent commanderies (NEW)
+10% income from industry (no change)
Governement building construction cost reduction -10% (no change)

Tier 2 :
Increase in upkeep. (40 -> 50)
Recruitment cost -15% in local commandery (from -10%)
Recruitment cost -10% in adjacent commanderies (NEW)
+20% income from industry (no change)
Governement building construction cost reduction -10% (no change)

Tier 3 (Military Armourer) :
Increase in upkeep. (40 -> 80)
Recruitment cost -20% in local commandery (from -10%)
Recruitment cost -10% for melee infantry faction wide (from local commandery)
+20% income from industry (no change)
Gives a medium chance of granting Armour ancillary (NEW)
Building can only built once (NEW)
Governement building construction cost reduction -10% (no change)

Tier 3 (Military Bow-makers) :
Increase in upkeep. (40 -> 80)
Recruitment cost -20% in local commandery (from -10%)
Recruitment cost -10% for ranged infantry faction wide (from local commandery)
+20% income from industry (no change)
Gives a medium chance of granting random Bow ancillary (NEW)
Building can only built once (NEW)
Governement building construction cost reduction -10% (no change)

Tier 3 (Military Weaponsmith) :
Increase in upkeep. (40 -> 80)
Recruitment cost -20% in local commandery (from -10%)
Recruitment cost -10% for spear infantry faction wide (from local commandery)
+20% income from industry (no change)
Gives a medium chance of granting random melee Weapon ancillary (NEW)
Building can only built once (NEW)
Governement building construction cost reduction -10% (no change)


Opinions people ?

Comments

  • Fear_The_WolfFear_The_Wolf Posts: 3,040Registered Users
    In an industry focused settlement, why wouldn't you build one? The craftsman building is only a very slight economic improvement over it, and doesn't provide the host of other benefits.
  • RewanRewan Senior Member Posts: 1,361Registered Users
    The craftman building allows the Commerce + Industry combo for a building upkeep twice as low. I feel I'd rather have that.
  • ExarchExarch Posts: 575Registered Users
    I like the idea in the first level of dropping the recruitment cost in adjacent commanderies too. I think that tweak will be all it takes to make the local recruitment benefit a bit more worth if you place it in the right general area. Especially if it was tweaked so it was maybe only 5% lower than the local province bonus.
  • Fear_The_WolfFear_The_Wolf Posts: 3,040Registered Users
    edited June 10
    Rewan said:

    The craftman building allows the Commerce + Industry combo for a building upkeep twice as low. I feel I'd rather have that.

    Yea but the only time you'll use the commerce side of it is in commerce dedicated settlements and Jade Mines. You've only got 6 slots. If building for industry, two of those are going to be labor camp and workshops, two are going to be the mandatory admin+public order, and that leaves only two.

    You could go Inn+Craftsman here. Certainly the most profitable follow up. But going Forge provides you a solid industry bump for economy, and a recruitment advantage that you can further work in conjunction with the rank and muster structure. To each their own, but I like having places I can stand up powerful armies quickly.
  • MolgrimMolgrim Posts: 21Registered Users
    Why mandatory admin building? Instead you can go: any PO building, industry -corruption building, industry +commerce + industry income, 2 commerce buildings and still one slot avaiable.
    Still aggried that Military Forges are inferior. Low and situational bonuses and additional reform required for build tree.
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