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1. Towers cost 1 gold 1st day, 2 gold 2nd day, 3 gold day 3+
2. Same as above but with barracks / archery ranges and starting at 2 gold
3. Your castle starts with 4 soldiers and gains +4 with each upgrade
And the schematic for early building is kinda meh when you could take an eco perk and simply upgrade your fortress early and then benefit from extra gold each wave ontop.
I think its more a problem of balance - some perks are really really good, some are good but have crippling drawbacks (made worse with mutators) and some are useless depending on the map so theres an optimal eco perk to pick which is enough to get the ball rolling and then you have 2 options for late game.
Weapon balance also plays a role, the spear normally doesnt have a problem with the first few waves while the bow feels kinda bad (even with assassins 250% damage bonus it feels lackluster vs 75% bonus hp) and the sword struggles against certain enemies as you really need them to clump up.
That said once you have 1 squad of archers up your damage is fairly meaningless anyways so i normally rush a set of those (hunters on the desert, fire archers on the ice) and then i can eco for like 5 waves straight.