Resistances, damage bonuses, XP/hp increase/decrease for stats etc. aren't calculated exactly, they are rounded. With small numbers it can often make a notable difference... Especially in some mods, or game modes like afterlife. Increasing both damages and HP by 10 fixes it. So orcish grunt instead of 38hp, 9x2 would be 380hp, 90x2. Same thing, just a 0 at the end.
It would also add the option to split damage into smaller parts to decrease RNG's influence (could be optional, in settings). For example after multiplying by 10 you could split damage into 2 or 5 times more attacks, i.e. 90x2 > 45x4 > 18x10, which would be impossible with smaller numbers like 9x2.
The gold could also be multiplied, this way you could consider lowering the upkeep of level 2 and 3 units, which currently is so much higher (100% and 200% higher than lvl1 respectively) that levelling up a unit can be harmful! You could also add upkeep for lvl 0 units.
For example:
-village upkeep and income increased x10
-lvl0 upkeep changed to 6
-lvl1 upkeep changed to 10
-lvl2 upkeep changed to 15
-lvl3 upkeep changed to 20
Movement points could benefit from it too I guess...
It would also add the option to split damage into smaller parts to decrease RNG's influence (could be optional, in settings). For example after multiplying by 10 you could split damage into 2 or 5 times more attacks, i.e. 90x2 > 45x4 > 18x10, which would be impossible with smaller numbers like 9x2.
The gold could also be multiplied, this way you could consider lowering the upkeep of level 2 and 3 units, which currently is so much higher (100% and 200% higher than lvl1 respectively) that levelling up a unit can be harmful! You could also add upkeep for lvl 0 units.
For example:
-village upkeep and income increased x10
-lvl0 upkeep changed to 6
-lvl1 upkeep changed to 10
-lvl2 upkeep changed to 15
-lvl3 upkeep changed to 20
Movement points could benefit from it too I guess...
Statistics: Posted by WarolKojtyla — Yesterday, 8:04 pm