City of Hope
Range: 100 kilometers
Protected by the World Soul of Azeroth, crops within the range grow year-round, with a 10% increase in speed, and artisans manufacture items 10% faster.
The main city's technology tree has been updated; consume resources to upgrade.
The panel contains three major technology trees: resources, units, and buildings.
Under resources, a fixed daily quantity of ores, herbs, leather, and other building materials can be generated.
It requires various ores, timber, and gold coins to constantly upgrade the mines, starting from only being able to produce copper ore, then iron ore, gold ore, and even rare resources like Azerite later on.
There are also farms, ranches, fishing grounds, etc., each capable of producing corresponding materials.
Although these resources are automatically produced, they still require laborers like miners and farmers to work.
It's somewhat like the World Soul has moved ores from other places here, a truly miraculous feat of nature.
Unit types also have corresponding buildings.
Barracks can train footmen, riflemen, and knights, in addition to developing corresponding unit training.
Increasing attack speed, movement speed, health cap, and so on.
Besides these, it's even possible to train ranger archers and orc soldiers!
Presumably, the inclusion of the Windrunner family and the Warsong Clan unlocked this option.
Doesn't that mean that the future inclusion of other races will also allow the barracks to produce corresponding racial soldiers?
The Mysterious Sanctuary is where Spellbreakers, Sorceresses, and Priests are trained.
There are Novice, Intermediate, Advanced, and Master levels, and each training unlock allows units to master new skills.
Priests' Inner Fire increases attack power, Healing restores health, and Dispel Magic can remove enemy spells and summoned creatures.
If it's a skeleton warrior summoned by a necromancer, one Dispel Magic immediately turns it back into a pile of bones, and it cannot be reanimated.
Sorceresses' Polymorph can turn enemies into random animals, slow enemies, and also has the essential Invisibility for ambushes!
Spellbreakers target spellcasters, easily dismantling enemy magic and instantly draining mages of their mana.
Is a mage without a mana bar still a mage?
Hitting people with a staff is truly less threatening than a kobold.
The classic Human building, the Gryphon Aviary, has been upgraded, allowing him to cultivate flying mounts and summon them for riding when needed!
It can also cultivate corresponding flying units: dragonhawk Riders and Gryphon Riders.
The Workshop has also been unlocked.
With the allegiance of the Aerie Peak Dwarves and the assistance of the Ironforge Dwarves.
Classic units like Flying Machines, Mortar Teams, and Steam Tanks are also being replicated.
Flying Machines are the most primitive version of propeller helicopters, capable of attacking with anti-aircraft machine guns and bombs.
In a world of swords and magic, this doesn't seem out of place or incongruous at all.
Any powerful individual with some skill can block bullets, unless it's an atomic bomb, but unfortunately, there isn't one here, nor will there be.
These units each have their own abilities; some can lock down aerial units, turning opponents into sitting ducks.
There are also large-scale helicopter attacks, laying down a barrage of suppressive fire.
The only thing that isn't quite a toy, but is very reasonable, is that these units are not generated out of thin air.
Instead, they require corresponding personnel to enter and train for a sufficient amount of time to become the respective unit type.
In other words, population is the primary productive force!
It is clearly stipulated here that Humans, Dwarves, Gnomes, elves, and dragonkin can enter for training.
Other previously subdued creatures like kobolds, gnolls, and murlocs cannot become units, which is a bit of a shame.
If they could, given the reproduction rates of these races, it wouldn't take many years to raise an army of tens of thousands, or even hundreds of thousands.
Do not doubt their reproductive capabilities, for due to their intelligence, there are naturally extra compensations in certain aspects.
It is said that high elves also have difficulty reproducing, and coupled with their disinterest in having children, their population has always struggled to grow.
If not for their long lifespans and the development of magic for cleaning and household chores, they would probably already be an aging society.
Only the Human race is more balanced; their potential and upper limits are good, the only drawback being their century-long lifespan, which is truly insignificant compared to races that live for thousands or even tens of thousands of years.
With a slight shift of thought, he looked at the last building panel.
This section is even more diverse, all concerning city construction.
There's laying roads, repairing roads, and building farmhouses and residences for the population.
Building city walls to defend against attacks, and constructing watchtowers for reconnaissance and alert.
It's worth noting that thanks to the camp system upgrade, watchtowers can now be further upgraded into Guard Towers, Cannon Towers, and arcane Towers.
Guard Towers attack single targets with arrows, fast and long-ranged.
Cannon Towers are slow, long-ranged, but can explode over a large area.
arcane Towers can scout further regions, disrupt enemy spellcasting, and drain mana.
The advantage of the three types of watchtowers is that they can attack automatically without requiring personnel to guard them, and they can all reveal invisible units.
And even more surprisingly, they can be built in other places and can be recycled for half price when not in use!
Although not considered powerful, they are truly good for defensive garrisons, require no maintenance, are unmanned, and are already quite good.
Modifying swamp environments, building roads and bridges, digging river channels, and so on, can all be found here.
Similarly, they can be completed simply by paying resources and spending some time.
This undoubtedly provided him with great convenience; once the city planning was done, construction could begin.
While promoting the economy, it also boosts people's livelihoods, increasing the birth rate to produce more people for future natural and man-made disasters.
There are also special cards inside for managing the flow of population in and out.
The only problem is the lack of money and resources!
Arthas noticed one point: the issue of loyalty. If hostile forces with ill intentions enter the city's range, they will be marked.
There's no need to worry about the units trained on his side rebelling; if they turn into enemies, they will immediately be attacked by watchtowers.
At least he had already seen several spies on his panel: some disguised as Burning Legion, some as Cult of the Damned, and even some disguised as naga!
The first two were killed directly, while the naga were beaten, then driven away, told to return and convey a message to discuss cooperation.
If people knew, they would probably be scared to death.
Those naga are fierce and cruel, dwelling in the oceans. Aside from their massive fleet which should not be provoked, merchant ships sailing might encounter their attacks.
Once a ship is destroyed and falls into the sea, those who don't drown will be killed by them.
The naga were transformed from night elves during the War of the Ancients, bearing an Old God's curse, and harbor intense resentment towards land-dwelling creatures.
They hate that others can live on land while the Naga can only live in the sea.
This resentment is similar to how the undead resent the living for being alive while they are dead.
Naturally irreconcilable!
