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More economic units

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More economic units Empty More economic units

Post by Iamdoom Mon Jun 04, 2012 8:57 am

I think we could possibly add two more economic units:

Gardener = 40 kuwal/turn, unkillable
Buinessman = 80 kuwal/turn, 1.4% killed in invasion missions.

I'm not sure about the prices, please discuss!
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Post by Nomad Mon Jun 04, 2012 9:07 am

Last I heard Admin was thinking of killing workers as most people either train unkillable and the highest producers only. If you have 2 unkillable units then the higher producing one will be the only one trained.
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hy·poc·ri·sy
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Post by Iamdoom Mon Jun 04, 2012 9:13 am

You have a point, but if the Gardener was cheaper people might get it. It would be worth a try. Scrapping workers? I use workers quite a lot. What about Buissnessmen?
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Post by Admin Wed Jun 06, 2012 5:31 am

rly, there's no point, not planning to add any units that have no unique function

as nomad said, I already wanted to remove either worker or miner but ppl didn't want it in a poll, so maybe later ...
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Post by Kenzu Tue Jun 12, 2012 8:15 pm

Well if you spy on people you will see that people keep differrent killables. Some have only miners, others have only workers and others have a mix of both. People use different strategies.
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Post by goku1719 Sun Aug 26, 2012 10:12 am

Different economic units will really serve no purpose other than take up time for Admin to implement (however small) and just clog up the game system without actually adding something valuable to the game. Really, what is the point of adding a unit that people won't train?

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