After reading everyone’s comments, now I understand why some of our members refuse to waste their time, resources and troops competing in the tournaments. All the research they’re doing should make their military units stronger but it’s making the enemy units much stronger. They're getting tired of running out of goods from negotiating. Since they’re forced to negotiate because battles are too difficult, they prefer completing encounters on the World Map so at least they can gain expansions.
We’re still having fun in Elvenar aiding and trading, leveling up each other’s AWs, completing quests and research, and building up our cities. I’m not a strict Arch Mage and don’t demand that my fellowship needs to unlock a certain number of chests, but tournaments are important. This is my advice:
It's not mandatory to compete in the tournaments but…
if you want to increase your goods production boosts, gain
Knowledge and Ranking Points, Relics and Rune Shards,
I must reiterate, please try your best to participate.
I’m struggling in my two cities that are up to the Orcs and Goblins chapter. I’ve researched squad size upgrades, promotions, upgraded Barracks, Armories and AWs that increase health and strength of troops. Even researching Advanced Scouts does not seem to reduce scouting costs, costs for negotiating and the difficulty of fights within the scouted provinces. Still unable to fight, only negotiate in the provinces on the World Map. I’m guessing Easy provinces I will never see again.
In my new city in Felyndral I started to help new players, I’m also not seeing Easy provinces so I negotiate on the World Map provinces but can fight up to a certain point in the tournaments. I’m only up to Chapter 4 and have 10 squad size upgrades and researched Advanced Scouts 3 times so far.
If it’s just going to get more and more difficult battling enemy units even though I am upgrading AWs and completing research to improve my military, I will not complete any further research and stay in Chapter 4 awhile until the game devs rebalance the battle system. I hope Elvenar never becomes a game where the only way to progress is to spend diamonds.
It makes your troops and the enemies stronger, the overal balance is the same.
The problem with this is as follows:
- Both players produce 10.000 units
- Players A fights 1000 units agains 1000 units, Player B fights 1200 units agains 1200 units.
- Player A gets hit and looses 10% of its units, the loss is 100 units, Player B gets hit and looses 10% units, the loss is 120 units.
So the main issue is not with battle difficulty thats exactly the same, it are the losses of troops that one endures at the same difficulty.
Since both players have the same unit production as there at the same part of the game.
Part of this can be solved with wonders, The amount of units the produce is based on your SS as well. therefore more or less SS does not impact the difficuly as you also increase your production when your losses increase
But they limit the influence of the problematic part that doesn't change, the "barracks" troops. example: at start the influence of the barracks is 100%, but when you aquire 40% of your troops from wonders then the influence of the barracks is only 60%
Using the same example as before:
- player A looses 10% of 1000 troops aka 100 troops, 60 of these are barracks bound, 40 of them are balanced agains SS increases due wonders
- Player b looses 10% of 1200 troops aka 120 troops, 72 troops are barracks bound, 48 of them are balanced agains SS increases due wonders
- The loss now drops from 20 to a difference of 12 on the unbalanced barracks side reducing the imbalance between both players significantly.
A second issue is negotiations, this is where the biggest imbalance exists, as this cannot be "negated" by using wonders to balance it out.
Player B in this case litterally pays more goods for the same encounter as his SS is higher.
Again the production for both players is the same.
Your analysis is incorrect on several levels I am afraid.
First of all, there is not a single AW that increases your SS. There are 3 that increase training speed (one each for barracks, training ground and mercenary camp) and there are 2 that increase the TRAINING size, and now one that gives a bonus to troops harvested from those buildings, effectively increasing training size even more, but without increased time, but there are no wonders increasing your squadsize.
Second of all, you do not take into account that players who focus on fighting will often have multiple military AWs up. Those not only provide huge bonuses in the amount of damage done, they also generate additional units which means the replenishment rate is much higher.
(For instance, all my unit-creating AWs are at lvl 11 now, meaning they can be harvested for 2/3 of a squad every 3 hours. With the 5 of them, harvesting only 3x/day, that means 2 full squads of each type every day APART from what the barracks produce, so that equals 10 full additional squads each day. More if one could harvest more often. The training speed also is much higher for me than someone who does not have the Needles up, meaning I get more units/hour, despite having the same level of barracks and the same number of armories).
To make a really fair comparison, one would need 2 cities, same race to keep everything the same, both at least at the end of chapter 5, no military AWs in either of them, exact same levels in barracks/traininggrounds and exactly the same amount of armories at the same level. But 1 city should have all 4 the optional squadsizes researched, the other should have none. (Meaning the last one would have to have a lot of support in goods from other cities to even get there, as fighting in the provinces to get to that point will be damn near impossible).
@LEH.elven: I see you saying it's more complicated.
I think you forgot to read my analysis before posting this post..
I explained that both players produced X units at there barracks, how this X units had been created does not matter for a SS analysis problem as long as the mothod is the same.
Same with damage wonders there irrelevant as well. we just assumume all those factors are the same at the 2 examples as you need to compare apples with apples. if you would not you would compare apples to pears which makes no sense at all.
reality would create many more variables but when you compare stuff you always look for a common denominator. (aka a point where all the (other) variables are the same)
As for the production of units, I clearly explained how that's a negating factor to the SS penalty.
Those are the only buildings that are SS bound. and therefore they do have an effect.
And, I hear you saying you weren't heard.