That's right, the long awaited strategy update is finally here! And no this is not a mean April Fools joke such as Sid's mean marine update. Let's look at some of the mechanics and stats of these new units in order to help prepare for their implementation.

In general, all buildings:

  • Have 20 HP
  • Cost 700
  • Have 0 ATK
  • Have 1 DEF
  • Have 0 MP
  • Can only be built once per city


Now let's look at each individual unit:

Recruitment Center:

  • +3 reinforcements on recruitment week
  • The bonus applies to recurring recruitment weeks beginning after it's production, and not the turn 1

Fortifications:

  • +1 Defense per unit in the city
  • Think about how the general works with a stack of units, same concept here (have fun cap rushing ya noobs!)

Radar Array:

  • +150 view range
  • Just a little under triple the view range of a sentry, could be quite useful for snuffing out stealth units

Anti-Aircraft Defenses:

  • +20 defense against air units

Coastal Battery:

  • +20 defense against naval units
  • This was formerly a rare unit, and is now produceable

Bank:

  • -10 upkeep for every unit
  • This only applies to units produced in the city; so units produced in other cities will still remain normal priced


Some Important Info to Keep in Mind:

  • It's currently possible to build/find Coastal Battery in non-port cities, this is being worked on and will be fixed later EDIT by Dave: this issue is now fixed!
  • The impact of banks is not displayed in the "finances" tab, but it does add the correct amount to your funds each turn; will also be fixed later
  • This will be an option that can be turned on and off


I hope you all enjoy fiddling around with the new units, and stay tuned for a new strategy in conjunction with the new buildings

Giving out 50 protocoins to the first person to PM me with the name of the building in the image

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Comments page 2 / 2

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Comments: 91   Visited by: 2949 users
08.04.2019 - 06:54
Quick question
Should imp give -30 cost to buildings :p
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08.04.2019 - 09:11
Written by triangle., 08.04.2019 at 06:54

Quick question
Should imp give -30 cost to buildings :p

And it doesnt reduce their attack,so broken :O⸮
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08.04.2019 - 12:18
Written by triangle., 08.04.2019 at 06:54

Quick question
Should imp give -30 cost to buildings :p

The logic answer is no. They are not ordinary units (ground/naval/air), they are buildings, and since the Blitzkrieg movement bonus doesn't apply to buildings, Imperialist discount should not affect them.
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09.04.2019 - 01:30
How about some new players and not updates ya dawg
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09.04.2019 - 10:13
Written by 4Chan, 09.04.2019 at 01:30

How about some new players and not updates ya dawg


Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.
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09.04.2019 - 10:29
Written by Estus, 09.04.2019 at 10:13

Written by 4Chan, 09.04.2019 at 01:30

How about some new players and not updates ya dawg


Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.

bite me r6 nub
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09.04.2019 - 13:03
Written by 4Chan, 09.04.2019 at 10:29

Written by Estus, 09.04.2019 at 10:13

Written by 4Chan, 09.04.2019 at 01:30

How about some new players and not updates ya dawg


Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.

bite me r6 nub

-chomp-
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09.04.2019 - 20:48
Written by 4Chan, 09.04.2019 at 10:29

Written by Estus, 09.04.2019 at 10:13

Written by 4Chan, 09.04.2019 at 01:30

How about some new players and not updates ya dawg


Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.

bite me r6 nub

He makes a good point oldfriend.
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09.04.2019 - 23:19
Written by Thotticus Prime, 05.04.2019 at 16:44

Hot, so when building coming to scens, i cant wait to mass spam bank in wg ww1 to have infinit coin

I am almost positive that scenarios will lock buildings off until map makers can make our own buildings, a lot of these can destroy most scenarios
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09.04.2019 - 23:25
Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.
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10.04.2019 - 06:07
Btw we need to see in games whether it's buildings on or not. Today many questions are asked in game cause we cannot see. It should be the same options than for rares, through the settings.

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10.04.2019 - 08:14
 DireWarlord99 (Mod)
Written by Quantum027, 09.04.2019 at 23:19

Written by Thotticus Prime, 05.04.2019 at 16:44

Hot, so when building coming to scens, i cant wait to mass spam bank in wg ww1 to have infinit coin

I am almost positive that scenarios will lock buildings off until map makers can make our own buildings, a lot of these can destroy most scenarios


I think this will be great for scenarios. So may maps use walls and gates which can now be classified as buildings, making it easier to create the needed units without having to classified them as sea units so people can't cheese with generals or blitz. It can also start a new area of having capitals feel like capitals since building can help them produce large quantities of unites and have bolstered defenses. I'm already editing my maps to see how buildings can work to benefit the overall gameplay.
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10.04.2019 - 08:37
Written by Quantum027, 09.04.2019 at 23:25

Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.

Bank reduces upkeep of units produced in a city, they don't have to be in the city to get upkeep buff if you have a bank in say Berlin, any units u produce in berlin have their upkeep removed at all times therefore saving income, for infantry it removes infantry's upkeep entirely
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10.04.2019 - 10:34
Written by Black Vortex, 10.04.2019 at 08:37

Written by Quantum027, 09.04.2019 at 23:25

Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.

Bank reduces upkeep of units produced in a city, they don't have to be in the city to get upkeep buff if you have a bank in say Berlin, any units u produce in berlin have their upkeep removed at all times therefore saving income, for infantry it removes infantry's upkeep entirely

You mean infantry upkeep is reduced by 7 at the best with lb and no gen while bank upkeep 70 and price 700 and this troops will most likely die in 2-3 reinf turns at least so bank need crazy amount of lb inf staying alive to ever pay you back
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10.04.2019 - 14:32
Written by Black Vortex, 10.04.2019 at 08:37

Written by Quantum027, 09.04.2019 at 23:25

Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.

Bank reduces upkeep of units produced in a city, they don't have to be in the city to get upkeep buff if you have a bank in say Berlin, any units u produce in berlin have their upkeep removed at all times therefore saving income, for infantry it removes infantry's upkeep entirely

Oh misread it then
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10.04.2019 - 21:23
Yea I feel bank should apply to whole country instead of 1 city
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11.04.2019 - 01:32
Written by Thotticus Prime, 10.04.2019 at 21:23

Yea I feel bank should apply to whole country instead of 1 city

Get the f*** out
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11.04.2019 - 07:25
Had the chance to use the buildings in a world game, the recruitment one was amazing.
----
Lest we forget
Moja Bosna Ponosna
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11.04.2019 - 22:28
Written by 4Chan, 11.04.2019 at 01:32

Written by Thotticus Prime, 10.04.2019 at 21:23

Yea I feel bank should apply to whole country instead of 1 city

Get the f*** out

lol why, a bank for 1 city is absurdly high cost to build.
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12.04.2019 - 01:00
Written by Thotticus Prime, 11.04.2019 at 22:28

Written by 4Chan, 11.04.2019 at 01:32

Written by Thotticus Prime, 10.04.2019 at 21:23

Yea I feel bank should apply to whole country instead of 1 city

Get the f*** out

lol why, a bank for 1 city is absurdly high cost to build.

Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob

2013 account master race
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12.04.2019 - 01:56
Pp
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12.04.2019 - 02:21
Written by Mars Attack!, 12.04.2019 at 01:56

Pp


indeed
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12.04.2019 - 15:04
Written by 4Chan, 12.04.2019 at 01:00

Written by Thotticus Prime, 11.04.2019 at 22:28

Written by 4Chan, 11.04.2019 at 01:32

Written by Thotticus Prime, 10.04.2019 at 21:23

Yea I feel bank should apply to whole country instead of 1 city

Get the f*** out

lol why, a bank for 1 city is absurdly high cost to build.

Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob

2013 account master race

i see you're afraid of changing game dynamics old man. Welcome to the new age gramps
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12.04.2019 - 18:02
Written by Thotticus Prime, 12.04.2019 at 15:04

Written by 4Chan, 12.04.2019 at 01:00

Written by Thotticus Prime, 11.04.2019 at 22:28

Written by 4Chan, 11.04.2019 at 01:32

Written by Thotticus Prime, 10.04.2019 at 21:23

Yea I feel bank should apply to whole country instead of 1 city

Get the f*** out

lol why, a bank for 1 city is absurdly high cost to build.

Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob

2013 account master race

i see you're afraid of changing game dynamics old man. Welcome to the new age gramps


I'm autistic not old.
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13.04.2019 - 23:47
Buildings are broken in the map editor.
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Planet Howdy Prison = 152/89.
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14.04.2019 - 10:26
Written by NewTea, 13.04.2019 at 23:47

Buildings are broken in the map editor.

Dave knows this and is working on making it work for editor
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14.04.2019 - 12:54
Awesome!
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Planet Howdy Prison = 152/89.
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22.04.2019 - 03:09
How do you set building settings in the Map Editor? They appear with the same settings as regular units and it confuses me, for example how do I set the amount of reinforcements it gives you? Or the unkeep?

Also, a building which increases income should be added too in my opinion.
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19.05.2019 - 17:55
Aww man so dumb it's hard enough to finish a turn late game without a mouse anyways lol
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Woof
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17.06.2019 - 22:32
Only stupid people don't play this game this is just like reading a book, keeps your mind in shape.
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23.06.2019 - 13:08
Did they fix buildings in the map editor yet?
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Planet Howdy Prison = 152/89.
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08.09.2019 - 10:21
Written by Zzzzzzzz, 17.06.2019 at 22:32

Only stupid people don't play this game this is just like reading a book, keeps your mind in shape.

LoL
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Impossible is a word to be found only in the dictionary of fools.
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16.10.2019 - 17:03
Written by bubartem, 08.04.2019 at 09:11

Written by triangle., 08.04.2019 at 06:54

Quick question
Should imp give -30 cost to buildings :p

And it doesnt reduce their attack,so broken :O⸮

Broken? ITS BEYOND broken my dude or girl
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16.10.2019 - 17:06
Written by VENI.VIDI.VICI, 08.09.2019 at 10:21

Written by Zzzzzzzz, 17.06.2019 at 22:32

Only stupid people don't play this game this is just like reading a book, keeps your mind in shape.

LoL

Yes,yes and more yes Sir Yeetman has spoken.
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12.11.2020 - 09:27
Yes
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29.01.2021 - 09:16
 Mobster (Mod)
So units produced in a city with Bank can go to the other side of the world and they will still be with -10 upkeep?
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29.01.2021 - 16:00
I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the efect gets applied to the whole country it will be op in many cases.
Maybe the solution coulde be reducing the cost of units and making it so banks return the investment throught 2-3 reinf turns since money is more valuable early on
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30.01.2021 - 20:52
Written by josip NO PREM, 29.01.2021 at 16:00

I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the efect gets applied to the whole country it will be op in many cases.
Maybe the solution coulde be reducing the cost of units and making it so banks return the investment throught 2-3 reinf turns since money is more valuable early on


There are plans for Buildings in 2021 already, it's going to actually make a difference on the game from now on! Get ready!
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11.06.2021 - 09:57
Written by Estus, 30.01.2021 at 20:52

Written by josip NO PREM, 29.01.2021 at 16:00

I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the efect gets applied to the whole country it will be op in many cases.
Maybe the solution coulde be reducing the cost of units and making it so banks return the investment throught 2-3 reinf turns since money is more valuable early on


There are plans for Buildings in 2021 already, it's going to actually make a difference on the game from now on! Get ready!


Hopefully it's still being planned, and we will get some useful stuff like a naval building (for effective coastal fort...).

Or the ability to set in map editor how much the buildings will boost (edit the values of the bank, recruitment center, etc. just like the radar array's view range) as for now we only access the default unit settings which is too limited.

Also buildings should be separated from units while playing so it can become a passive strategic thing, and not overflowing the units panel which just leads to players not using buildings at all.

Written by Mobster, 29.01.2021 at 09:16

So units produced in a city with Bank can go to the other side of the world and they will still be with -10 upkeep?


Banks should be boosting the city income in some way (maybe highlighting the city income in white and building income(s) in green underneath if you click the number to expand income sources -> like most of the strategy games(?)). This upkeep thing is rather confusing and untrackable.

That would make bank buildings much more comprehensible, less complicated and not a hell of a math. It would become an "invest for gain" thing.
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23.11.2021 - 05:25
Written by 4Chan, 12.04.2019 at 01:00

Written by Thotticus Prime, 11.04.2019 at 22:28

Written by 4Chan, 11.04.2019 at 01:32

Written by Thotticus Prime, 10.04.2019 at 21:23

Yea I feel bank should apply to whole country instead of 1 city

Get the f*** out

lol why, a bank for 1 city is absurdly high cost to build.

Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob

2013 account master race


2013 master race lol
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The Gifted INC.


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23.11.2021 - 05:32
Written by Daisy91old, 11.06.2021 at 09:57

Written by Estus, 30.01.2021 at 20:52

Written by josip NO PREM, 29.01.2021 at 16:00

I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the effect gets applied to the whole country it will be op in many cases.
Maybe the solution could be reducing the cost of units and making it so banks return the investment through 2-3 reinf turns since money is more valuable early on


There are plans for Buildings in 2021 already, it's going to actually make a difference on the game from now on! Get ready!


Hopefully it's still being planned, and we will get some useful stuff like a naval building (for effective coastal fort...).

Or the ability to set in map editor how much the buildings will boost (edit the values of the bank, recruitment center, etc. just like the radar array's view range) as for now we only access the default unit settings which is too limited.

Also buildings should be separated from units while playing so it can become a passive strategic thing, and not overflowing the units panel which just leads to players not using buildings at all.

Written by Mobster, 29.01.2021 at 09:16

So units produced in a city with Bank can go to the other side of the world and they will still be with -10 upkeep?


Banks should be boosting the city income in some way (maybe highlighting the city income in white and building income(s) in green underneath if you click the number to expand income sources -> like most of the strategy games(?)). This upkeep thing is rather confusing and untrackable.

That would make bank buildings much more comprehensible, less complicated and not a hell of a math. It would become an "invest for gain" thing.


Honestly I say scrap the entire finance thing and make it a boost to the cities income percentage - it will be easier to make a strat geared toward the percentage rates of the bank unit than managing upkeep of units or the base cost of a unit - because that interferes with scenario usability. With this concept in mind you can build buildings with other things like population growth as a boon and then change the population/collateral system to make more effective strategies [IE scorched earth] also the ability to utilize that in scenarios creates a lot of great game mechanics.
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The Gifted INC.


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