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authorFlorian Fischer <florian.fl.fischer@fau.de>2021-01-11 22:48:22 +0100
committerFlorian Fischer <florian.fl.fischer@fau.de>2021-01-11 22:48:22 +0100
commitda3dba912ad34c1e74f89dee459f831be76cde09 (patch)
tree86a18aed3e924d64fbc20ea1ea4bcc4471b2bfb9 /data
parent14d383713755ed1b423e78b426ee9c08780272c9 (diff)
downloadmuhqs-game-da3dba912ad34c1e74f89dee459f831be76cde09.tar.gz
muhqs-game-da3dba912ad34c1e74f89dee459f831be76cde09.zip
reduce amount of ressource gained by fisher & fish_traps
fisher are realy strong economy pieces because they can be bought on turn 1. And produce Ressource as early as turn 3. Their ressource production is as strong as a ritual or a farmer. But the ritual is a card in your deck and the farmer needs a fixed field the fisher can decide where it wants to generated ressource. And because it is crewable it can be used in way more ways than a farmer.
Diffstat (limited to 'data')
-rw-r--r--data/nautics.ini2
1 files changed, 1 insertions, 1 deletions
diff --git a/data/nautics.ini b/data/nautics.ini
index 5b5600b9..48865938 100644
--- a/data/nautics.ini
+++ b/data/nautics.ini
@@ -10,7 +10,7 @@ full_action = Create fish trap token on adjacent water tile
[Fish Trap]
type = artifact
token = true
-effect = Adjacent Fisher have \\ \faRedo: Gain 3 Resource
+effect = Adjacent Fisher have \\ \faRedo: Gain 2 Resource
[Sailor]
type = unit