I say, no refunds. That is the risk associated with giving armor to creatures. It also gives the workshop more work to do, which is in my eyes a downfall, they'll be over burdened. Especially since I am a door a holic. I seriously put unnecessary amounts of doors everywhere.
On the otherhand, as a nice little buff it's not too shabby.
In regards to an additional resource however. I disagree, I prefer DK2's style of doing things. Keeping it simple.
We could go two ways about developing the armor.
Option 1:
Armor is less powerful, but is applied instantly once researched in a library.
Option 2:
Armor is slightly more powerful, but is applied per creature after construction in a workshop. Also, costing some gold per piece.
Armour leveling should be simplified to 2 stages. (Maybe 3 at a push)
Light Armor - 100g - Adds an addition 10% damage resistance to base stats
Heavy Armor - 300g - Adds an additional 20% damage resistance to base stats
Very Heavy Armor - 600g - Adds an additional 30% damage resistance to base stats
All costs stack (so in total it costs 1000g for V. Heavy Armor) the buffs do not stack, so 30% damage resistance is the highest buff.
Of course, you might want to make a squad of say 6 goblins. In that squad you have a level 6 Goblin, and the rest are all level 3.
You'd give the Lv6 the VH Armor and the others you might give L or H armor. This way, the Lv6 as a "commando" dealing the most damage. Whilst the others are just... expendable backup.
I'm really split on this idea though. The more I write about it, the less I like it. But at the same time, the more I imagine it the more I like it.
Logically it's telling me it's a bad idea, creatively it's simulating.








