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Downside of not having guild HQ in Hawkoria?

Posted: Thu 06 Apr 2017, 10:53
by dombili
Hello all,

Apart from not being quickly accessible for new beginners and initial construction costs, is there any disadvantage I am missing in not having the guild HQ in Hawkoria?

dom

Re: Downside of not having guild HQ in Hawkoria?

Posted: Thu 06 Apr 2017, 11:10
by Sniq
1. Expansion cost (HQ 1000, Manor 5000, Castle 15000).
2. Materials required to build HQ, manor, and castle (need to beat land difficulty).
3. Distance from the sources of trunks and monoliths. (Manor requires 5 beams and 5 monoliths, castle requires 100 beams and 40 monoliths.
4. Castle does make a good resting place (can easily reach 75+ comfort).

Re: Downside of not having guild HQ in Hawkoria?

Posted: Thu 06 Apr 2017, 13:57
by dombili
So a guild HQ at Grimaldaz hills would not be bad as it would be close to turgmush and groc sources?

Re: Downside of not having guild HQ in Hawkoria?

Posted: Thu 06 Apr 2017, 14:56
by aknoth
I am no sure turgmush and groc sources worth to be used for these buildings.

Except for initial construction, no giant ressources are needed / used / transformed in HQ

Re: Downside of not having guild HQ in Hawkoria?

Posted: Thu 06 Apr 2017, 15:12
by dombili
Well I was thinking about the Castle for max number of members, not the HQ itself

Re: Downside of not having guild HQ in Hawkoria?

Posted: Fri 07 Apr 2017, 10:30
by dombili
Well we can currently have HQs only in Hawkoria and Lanfar anyway, realized that yesterday.