Horrible shop exploits and some solutions

After playing some games, I've come to the conclusion that the ingame shop is completely unbalanced. Because of the way the shop works I optimized my gameplay around playing with parties instead of armies. Right now I can't even think about playing without using the shop.

 

How to exploit it:

1. Imba blitz support: You conquer a city with your band of heroes. In the same turn you enter the shop and buy/use/stock up potions to heal your party and carry on. Let's just forget about con/HP buff which makes this even worse. A nice party can trample cities with 10 large units.

2. You see an army approaching: You can use saved funds in the same turn to equip heroes stationed there that provide simple passive bonuses.  profit.

3. Ele is extremely rare! yet on the same turn you research the tech you can give your hero party full ele gear!! It's like the shoppers were waiting the kingdom announcement for the research to open their shops!

4. You build a new city in the middle of nowhere to buy/sell stuff and heal your armies. You can also buy top tier magical items in an empty village!!

Some solutions:

1. In newly conquered or built cities, 10 turns must pass until the magic shop opens/reopens.

2. City level should affect what tier of items are availiable.

3. There should be a global stock of items available per turn per kingdom. 1 potion per turn max 4 stocked, 1 legendary plate per 5 turns max 1 stocked and so on.

4. Add more ele in the world and have the shops accept the resource instead of gold, top tier equipment is too strong as it stands don't give it to the player for gold.

5. A hero can enter the shop only while he/she is in a city. There are no shops selling magical items on the borders of any empire.

6. The hero *orders* items in the store. The Items arrive 1 turn later in the city they were ordered.

The Idea is to make the game less prone to sudden fluctuations in the power levels of factions. Conquering cities must be slowed down to give enough reaction time for the player/AI. The player must make ample preperations and plannning.

6,040 views 3 replies
Reply #1 Top

rock on!   good ideas...

what about making the ele armor weps, etc tied to a global.  The amount of ele mined, found in the entire world is a cap on all production of said armors.  And smiths need time to forge the items.  Perhaps one turn is too fast, still.  Perhaps the number of forges/ workers might determoine how quickly said armors can be made.

Reply #2 Top

Don't go that far, adding smiths and forges. Even the stuff I suggested need weeks of work.

The game doesn't have magical item forging. In contrast with MoM.

Right now ele gear is the best, there aren't even artifact drops that are better.

I'm trying to find a way to play without using the shop. Perhaps I should try a full game without using it as a personal handicap.

Reply #3 Top

Some other thoughts:

Forget about all cities having a shop! make it a researchable building!

Add more advanced shops later on with equipment tech.

You can even break them in multiple shops: armourer, weapon smith, enchanter etc... The buildings could also provide some small trade/economy bonuses to justify the space it takes (think VAT on sales, shops were taxed during medieval times)

 

If anything else this would make cities more unique...