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Sep 26, 2009
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hello guys,

i just purchased the game and something is rly bugging me as i can`t find the answer to it

whenever I select a peasent house , or the market, i can see a COIN icon and some numbers near it

for example for market it is 0 + 250 (the 0 is moving up when heroes purchase things and back to 0 when the collector moves the coins BUT WHAT IS THE "+250" ??? )

second example (even more annoing) - when i select a house, there is the COIN icon again that is 0 + 20 (or sometimes +50) what does the +20 or +50 mean ?? how can I improve this number or it does not matter ??
i think the + 20 it is a level 1 house and + 50 it is a bigger level, but i`m not sure (when i select a +50 house it does not say its level) this is so very annoing as I can`t seem to find an explanation.
also, is there a way to improve a house level or it is auto ?

third example - the Palace, is xxx + 50, the xxx is how much gold i have but WHAT IS THE +50 ??

((some times the number before the + is bigger then the one after, for example 100 + 20 ...))

thank you
 

unmerged(148321)

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Number on the left is the amount of gold the building has in its coffers to give the taxmen. Right one is its daily income.

100 + 20 means;

When the taxmen visits the house he receives 100 gold for the king. If its not collected it will be 120 + 20 tomorrow.
 
Sep 26, 2009
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how can this daily number be improved ?

for example at Peasent houses it is totally random for me
first I start with 2 houses that get +20
the next 1 gets +50
then third is +30

totally random or i can make all of them +50 ? cound not find a way

ty a lot
 

unmerged(148321)

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I am sure about randomness but it has to do with the total number of your buildings. When the number of your buildings increase, new self-built building e.g.windmill which generates more income appears.
 

DarkThug

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I'm not sure how fomula work. But yea, peasant income is random. the more building you have the better house you got. peasant house can't be improved but market can by upgrade it.
 

Hassat Hunter

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Sure the OP is no longer around, but for the general populations information.

+50 houses are populated houses (peasants live there)
+30 houses are unpopulated houses (already got plenty of peasants)
+20 houses are the starting houses with peasants. Considering that, you're usually better off letting them get destroyed.

Now if anyone knows what makes housing and windmills spawn and in what quantities, and what decides wheter you get 6, 8 or 12 peasants I would be very grateful. Anyone?
 

el_kloklo

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peasant house (all 35 spawn time, remountness 10):
first one : 1 building at least
second one : 3+ building
third one : 3+ building, category 2 house (maybe more money)
fourth one : 5+
fifth : 5+, cat 2

Mill (45 spawn time, remountness 20):
first : From 4 to 12 building, mean that if destroyed when more than 12 building, do not respawn
second : 12+ building

Small sewer :
@size : 1-3-5-10
ratman sewer :
@size: 7-12

Source: unpatched version.
 

Hassat Hunter

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So I did some checking (note how much I did that in the last 15 min. Yeah, it was all done in the same game :p).
I got the patched version (1.0.97) and it didn't quite seem to collaberate with the numbers el_kloklo posted. Then again; my research skills may be sloppy.

Test map: "Battle for survival in the jungles"
Patched (as mentioned)
First a note: 20GP housing apparently only appears in the campaign (the starting houses). In MP or Single Maps it's all 30GP or 50GP housing.
Let's start:

Peasant houses:
* Got 5 of them with 7 structures (5 guilds, market, trading post). 2 I started with, and 3 additional.
* After I upgraded the Palace, but hadn't build any additional buildings I already got 2 more houses. Bringing the total to 7. I guess that's what's being meant with "category 2" then? Needs lvl 2 palace?
* I never got more than 7 during the entire game.

Windmills:
* Got my first one at 9 structures (including a tower; does it count towers?), which is within your limit. It got never destroyed so didn't check the "no respawn" rule.
* Got the second at 16 structures.

Sewers:
* After 7 structures I had 2 normal sewers and 1 ratman sewers. Checks with your stats, except for "3" at the small sewers.
* With already 14 structures, nothing more was added, until I upgraded my palace to lvl 3. Then quickly a normal and ratman sewer were added to my Kingdom.
However that might be sheer coincidence (had only 2 towers, so even if not counted I should had the normal one earlier, no?).
 

el_kloklo

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I've found these info in the editor spawning rules.
There are info about building spawn (house, mill, sewer), and units (skellies, rat, peasant, tax & guard)
There is also a quantity info, "1" or "1 1" for some houses, but that's not simply one or two houses for what I've understand, possibly 1 and later 1 other, dunno. I can't give further info untill I've not understand those quantity param.
 

Hassat Hunter

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Well, while playing "Life and Death" I got all 7 houses before upgrading to level 2. Of course 2 of these were the quest 20GP ones.
None more where spawned ever (well, aside from replacing lost ones that is obviously). Only the 2 windmills.

Also I got 3 "normal" and 2 "ratman" sewers before upgrading to lvl 3, so that doesn't seem a requirement. However this does appear to be the limit.
 

Elder Fogcrow

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for me, the first windmill didn't respawn as well. hmm, I might have been wrong about usually 6 houses... in life and death, after one of the starting houses went down, a sixth normal one appeared, but in the missions I played since then max. was 5 (3 inhabited, 2 uninhabited)... or perhaps there is one house that ,like the 1. windmill, doesn't respawn.

and its really the first windmill, not just one of them: I memorized which windmill was which, and the secound windmill got destroyed multiple times, my windmill number always returning to two until the first one got destroyed.
 

Hassat Hunter

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Yeah, it appears the starting buildings do not respawn after all, so don't let them go.

In "Demon's Advisor" I ended up with 6 houses because of that, because one of my 20GP housing got destroyed by a werewolf, and never returned.