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| author | Florian Fischer <florian.fl.fischer@fau.de> | 2021-01-11 22:48:22 +0100 |
|---|---|---|
| committer | Florian Fischer <florian.fl.fischer@fau.de> | 2021-01-11 22:48:22 +0100 |
| commit | da3dba912ad34c1e74f89dee459f831be76cde09 (patch) | |
| tree | 86a18aed3e924d64fbc20ea1ea4bcc4471b2bfb9 /data | |
| parent | 14d383713755ed1b423e78b426ee9c08780272c9 (diff) | |
| download | muhqs-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.ini | 2 |
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 |
