How much power does one unit of Tier 1 have?
A Tier 1 creature costs from 100 to 200.
Example:
Elaine = 16 militia units, each with 150 power (this is her entire army; other heroes have 8 militia units or none at all).
When building, +5 militia units are added to the city immediately. Weekly growth is from x3 (under a fort, which humans have immediately) to x5 (under a Castle). +10-20 militia units arrive after an upgrade (depending on the level of fortifications).
With maximum militia upgrades (dwelling + upgrade + Castle), their total power on the 3rd week will hardly exceed 2 units of Tier 1, and on the 2nd week, it will be comparable to 1 unit of Tier 1.
Added 3 minutes ago
I also wanted to ask you about adventure spells. Will they change?
3 days? And how do you fight against a "logistic" strategy? If you move away, the city is gone...
I think that, normally, even the starting armies of heroes will not be combined (only rarely), since this seriously weakens the scouting potential (the game will be played with several armies at once).
It is quite possible that with each attack on an enemy hero, 50% of his turn for the next day will be taken away (a harassment tool). But this is not yet certain; it will be tested.
Also, to maximize the "logistic" gameplay, it is necessary not to fight with this hero at all (since each battle is a 50% turn penalty). That is, if a "logistic" hero is scouting, it will not be difficult to catch him. Any fighting hero is always slower than one who is not fighting.
Maybe 3 days will turn out to be too little, but in any case, the calculation is that in the first week, you can lose the game if the opponent goes for a rush, and you don't scout. An attack on the 2nd week is no longer a rush.
It should be taken into account that there are no chains of troop transfers, i.e., the distance between cities essentially separates the strength of the attacking and defending troops; a difference of a couple of days may be enough to repel a rush.
If, for example, the distance is 7 days, this will mean that to carry out a rush, a huge number of conditions must be met:
1) immediately guess the opponent's location with a hero and army
2) rush troops will actually be limited only to what is available from the start with the heroes, since you can only get troops from the city on the first day
3) break through the passage guards with weak units so as not to waste the main hero's time (and this is a loss of troops that you will no longer have time to transfer to the rush)
4) since the rushing hero cannot be defeated (there is no time for this), he arrives at level 1 (and without serious troops)
That is, it is obvious that 7 days is the upper limit, which will work poorly.