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RSS Economy in Edain 4.5

Check out the new ways to level your buildings, new upgrades to open up new playstyles and more in this article about the economy in the upcoming Edain 4.5!

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Greetings, companions of Edain!


While reworking sieges, we thought a lot about the topic of comebacks in Edain. If a siege is just a mandatory task where the defender will eventually always lose, it takes the fun out of the entire affair for both sides. To make sieges interesting, the inferior player has to have the chance to turn things around. The reworked spellbooks and siege mechanics already provide the defender with a lot of new options, but we felt that this topic also had to be tackled at a more fundamental level, which kicked off a series of different changes: We are happy to present the new economy systems in 4.5!


Command points
We initially started with the pantry upgrade in farms. To hit the CP limit, you would usually have to upgrade several farms with pantries. But since these buildings could be destroyed, you could throw your opponent back massively by eliminating these farms - and while we liked this tactical aspect, we deemed it highly problematic. Cutting a player off from external settlements made a comeback very difficult, because without the pantries outside of his fortress he would now field a much smaller army. We therefore decided to move the CP upgrades to the citadel. You now begin with 500 CP and can increase it to 1500 CP in five steps of 200 additional CP each - and once you have increased your limit, it can no longer be taken away from you. That means that even a defender who has been pushed back into his fortress can raise a mighty army, as long as he kept upgrading his CP.

Removing the pantry upgrade from farms then forced us to rethink the other upgrades as well. Since feedback told us that a better economy was preferred to the defensive upgrade in nearly all cases, we took this chance to kick out the old mechanics and create something completely new: In Edain 4.5, economy buildings can no longer get individual upgrades at all. Instead, we developed ways for each faction to upgrade all farms together and improve the economy that way.

Global Upgrades
Gondor gets his economy upgrades in the Market Place. Not only is this the obvious choice thematically, we also received a lot of feedback saying the Market Place could use some love. We managed to kill two birds with one stone, making the Market Place an essential building that provides the player with a lot of opportunities while at the same time forcing him to make interesting decisions. To do this, we reworked two existing upgrades and added three new ones:


-Iron Ore: Enables the research of Upgrades in the Blacksmith.
-Increased Taxes: The discount of Townhouses now also affects standard infantry in addition to elite units.
-Forged Tools: Upgrades all economy buildings to rank 2. At rank 2, economy buildings produce 25% more resources and gain 750 additional hit points.
-Forged Worker's Tools: Upgrades all economy buildings in castles, camps and outposts to rank 3. At rank 3, internal economy buildings produce 20% more resources and gain 1500 additional hit points.
-Forged Settler's Tools: Upgrades all economy buildings on settlements to rank 3. At rank 3, economy buildings produce 20% more resources, gain 750 additional hit points and can temporarily man a defensive tower.

Blacksmiths no longer need to reach higher levels to research their upgrades. Instead, you can decide between a stronger economy, cheaper units or quick upgrades. The research time for the Forged Tools is very high, so you have to choose wisely: Do you need stronger units now? Or can you be greedy and survive for another few minuts without them?

Isengard researches economy upgrades in the Armory. Just like Gondor, you can get the three Forged Tools upgrades in a sub menu. Because they take so long to research, an Isengard player, too, has to decide if he'd rather go for military upgrades instead. This decision between a better economy and stronger military was something we wanted to create for all factions, because it can create different playstyles and players can't just get them all without any further thought.

Rohan researchers economy upgrades in the armory as well, which can now be upgraded with a Recruit's camp and an Arsenal just like the Stables and the Archery Range. Since the Recruit's Camp not only speeds up the production of siege weapons, but also the research of upgrades, Rohan can upgrade farms quicker than the other factions. This fits the faction's aggressive playstyle, especially since upgraded farms will also produce peasants a lot quicker, without turning it into an economic powerhouse that it's not supposed to be.

Lothlorien is a special case, because it is the only faction that can't increase its CP limit in the citadel, but in the sanctuary. Since the citadel serves as Lorien's main production building, the CP upgrade would block the recruitment of new units, something we wanted to avoid because of how awkward it could get. This is why we made the sanctuary more important, which (similar to Gondor's Market Place) wasn't being built very often. Economy upgrades are located in the Forge, meaning the decision between economy and fighting power is present as well. The competition between Lothlorien's internal buildings and the discounts they provide has never been this interesting!

The Dwarves can upgrade all their buildings by researching the respective upgrades in the Forgeworks. Unlike the other factions, the Dwarves level up all their barracks and siegeworks as well due to their quality materials and expert craftsmanship. From a gameplay perspective, this makes up for the low amount of build plots in their fortress and enables them to reach high building levels very efficiently.


Angmar needs Tribute Carts to improve the economy. As soon as the Dark Iron Forge reaches level two, it can begin researching the Forged Tools. The new 'Stronghold of the Iron Crown' gives players who prefer to spend their Tribute Carts elsewhere another opportunity: Angmar's new ultimate defensive spell levels all buildings within the fortress to rank three, which enables the research of all economy upgrades immediately.

Imladris is one of two factions without the Forged Tools. Instead, the library is the key to a stronger economy: Once a library has been built, all farms reach level two. As soon as the first set of upgrades has been researched, all farms reach level three. And as soon as all the advanced studies have been completed, Erestor gets unlocked in the citadel. He is no longer available from the start, but he provides a bonus that is more than twice as strong as before to make up for it.

Mordor is, of course, dependent on Sauron himself to make any technological progress, and this now includes the economy. He is already responsible for making Mordor stronger and stronger over time and eventually becoming nearly impossible to stop, so he is the ideal choice for permanent improvements like a higher income and more hitpoints on your farms. To make internal economy buildings (the Arsenal and the Tribute Camp) reach higher levels, 'Sauron's Influence' needs to be casted on both of these buildings. Each time, it increases the building level by one. The same rules apply for settlements: To get Slave Farms and Slaughterhouses to reach level three, 'Sauron's Influence' needs to be casted once on each building.


If you want to see these changes live in action, join us on our Twitch channel on the 16th October, where you can get a first-hand impression of 4.5! We hope you liked this update and are as always looking forward to your feedback!

Your Edain Team

Comments
Kmogon
Kmogon

That'a pretty drastic changes. I can't wait to see those on the stream.

That take some decision making from the player as now it doesn't matter which building you should upgrade so your enemy can't reach it. Also all armories are now certainly mandatory for every gameplay. Earlier you could win without buying upgrades but now it also grants better eco. I'm not sure about this cp change if it isn't rewarding camping too much. Now you don't need to expand to increase your cp and you can have decent economy inside instead. Also it's interesting change to gondor's market. Buffing houses makes me wonder if they aren't better option than blacksmith now. In 4.4.1 is quite obvious that you will go for building which decrease cost of upgrades but if upgrades are now harder to reach and house discount can also affect basic units that could make me realy wonder which one choose. It would be nice if the rest of the factions which has similar problem could get that kind of change aswell, like Angmar or Imladris.
Summing up this might be the most controversial change of all 4.5 changes, and as I haven't seen it in action, I cannot tell if it's in my opinion for better. But I will eagerly wait for stream to show me how it's working in practise.

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Mirkwoodknight
Mirkwoodknight

think about this, in terms of CP, you still need to save up to achieve the upgrade, hence going out and getting farms. if you are backed up without having left your castle, chances are you cannot afford the attack waves. but, if late game you are backed up and made the right economy decision, you have a chance so long your enemy gets too greedy and tactic-wise butchers the siege. you can make a come back, BUT you must remember, without farms you may be broke so it is more of a small raid as opposed to an assault. i like this change, i have a defensive minded strategy and mid game i focus on my economy which gives the enemy a chance to strike. its usually 50/50 on the outcome, but since they take all my farms it does not go well and im left with one strike force without the chance to train support. needless to say, i play on the 10x CP mode often. I think with time, the change will show good results depending on the player

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lord_ellessar
lord_ellessar

Haaaan i need to rethink the economy of my factions for my submod 🤔🤔🤔

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ShipwrightOfTheNoldo
ShipwrightOfTheNoldo

I was wondering if you were going to commit to your first economic changes when 4.5 was first announced, and I like that you thought better and improved on it further.

I can't wait to see this streamlined and centralized economic system in play.

I'm curious how other game modes (such as Epic Battle, which I personally enjoy playing) will be affected.

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FG15 Creator
FG15

The CP upgrades will give different CP depending on the game mode.
This way, we hopefully solved the CP bug appearing in some game modes, too.

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dgsgomes
dgsgomes

YES! Is the A.I. working properly with this new update?

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FG15 Creator
FG15

In all the games that I have played it worked.

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Lord_of_Morgul
Lord_of_Morgul

I love the update of the economy but how This affects the barrows of Angmar? They have special updates. Are they going to be maintained or are they going to be removed?

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ElendilsCousin Author
ElendilsCousin

Instead of being able to fire arrows at level three, they can use their old 'Spell of the Barrow-Wight' which stuns enemies in the area.

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Lord_of_Morgul
Lord_of_Morgul

and debuff fog? Is it removed?

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ElendilsCousin Author
ElendilsCousin

Yes.

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Primer_Sartoris
Primer_Sartoris

Ah, a nice way to make player much more clever!

But, don't you think it's odd to have isengard arsenal as that building, woldn't be better to make steelworks that way? Because if you think, its The Factory! F.e. Gondor got a marketplace, Imladris a library, that make sense!!

Yes, steelworks is hard to get, but arsenal building doesnt really fit this new concept.

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Kmogon
Kmogon

I would assume that in this case gameplay is more important than concept-wise. As you've said steelwork is too hard to get to allow player for economy upgrades. Arsenal might not be the first thing that comes to your mind when you think about eco upgrade but sure it's better place for them from gameplay perspective.

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Primer_Sartoris
Primer_Sartoris

Ah, dear Kmogon, you are always right! I was reffering concept-wise rather than gameplay perspective, but i still think arsenal just dont fit.

So, yes steelworks is hard to get, so returninng to the base, Isengard can upgrade its citadel, so maybe those upgrades could be unlocked after purchasing excavations and burning forges or maybe just as three more tecs in the citadel.

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Kmogon
Kmogon

Someone was suggesting that thing on discord. But sadly Citadel has limited amount of buttons, and Isengard one have already reached it's limit. So for now arsenal is the only way.

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Primer_Sartoris
Primer_Sartoris

OMG, such a pity!
Lets see on twitch how it works ^^

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FG15 Creator
FG15

We tried to make the upgrades generic enough that they fit into a lot of buildings.
Worker/Settler tools might as well come from the arsenal, where they are stored, or from the library, where the knowledge is kept how to build a settlement in the best way.

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Primer_Sartoris
Primer_Sartoris

Well, let the old world burn in the fires of industry!
Thanks, dear FG

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joelockard
joelockard

Just a question concerning CP since external farms no longer provide additional CP, how will this greatly affect Epic Battle game mod since that game mode provides 10x CP and, in theory, have unlimited CP? Will the upgrades simply double or triple in Epic Battle mode? Thanks in advance!

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ElendilsCousin Author
ElendilsCousin

Basically yes.

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titanbevel
titanbevel

Wow. Thank you very much for the dev diary.

Can't wait to test these change when the update will get out. Love that defending player now have a chance for a comeback, while making offensive still more interesting resource wise.

An extremely amazing modding team for sure.

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Lonely_Mountain
Lonely_Mountain

ı want to goblin faction add by you team. Pleas. no longer ı can't waiting. Just ı wanna play goblin factions. you can continue to balance again... Goblin faction not obstruct youre make it balance okey?

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Zosky99k
Zosky99k

Will the cooldown for Saurons Influence be quicker seeing as it is now even more essential for progress?

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officialNecro
officialNecro

No, but the decision you make will now be more critical. You'll have to really decided whether you need a buff in a particular part of your army, for instance say you're fighting Imladris and really need fire arrows or if you would prefer to cast it on an economy building to get an upgrade.

And don't be worried, at the moment in the beta, Mordor is the faction that can get its economy upgrades the fastest, so they might even increase the cooldown.

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Dwarf_Fan
Dwarf_Fan

Nice, I like the castle system of Battle for Middle Earth One.
Do you take thoughts?
I like the eco system

Building price-wise in the first game is unique
Gonder as an example, this is patch 1.03

Blacksmith/upgrade building 400 resources
Farm/pure resource building 350 Resources
Farms outside Castle built on settlements 200 resources

The 200 Resources price would help players want to expand

Power-wise for Rohan since draft exists in the first game, there are audio files for the power. The power gives all peasants on the map weapons and armor, which doesn't affect the ones that haven't been built yet.

I own Battle for Middle Earth One if you want the files, just send me a message. The game is even still available on eBay.

The Ent Moot is interesting in the first game, costing 5,000 resources to build. You get 4 free ents, the building finishes if attacked. You can even see Ents holding an Ent moot when it's building.

It's all up to you guys on what you want to add, I enjoy the mod just downloaded it

P.S. Iron ore for Gondor gives a resource boost for blacksmiths, the upgrade bonus is listed as a steel bonus. It would help fit the text in the building icon, for other factions. Interesting upgrade wise forged blades are cheaper than heavy armor for Gonder 800 for blades and 1,000 for armor.

Also, the outpost can be built for 600 resources in 1.03
Camps 2,000

Changing prices for defenses might be a little tricky, but the turrets were 150. Of course, that depends on how strong they are in 4.5 of the Edain Mod

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