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Heroes 5: New Order

#20
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Uriel Septim X
This mod eliminates the "two-week" tactic.
Due to the large amount of rare resource, we will be collecting it for a long time.
In the original version, you can collect the required amount of resources in two weeks, and if the city level was higher than two on the first day, you can manage to build level 7 creatures within two weeks (usually at the end of the second week) (exceptions - Necromancer, where you need to build a lot before that).

this is what we are trying to do actually. players must choose tier 6 or tier 7 for early game because one of them 45+20 mercury and tier 6 is 20+10 mercury. Players need to use wisely to their Tier 6 and Tier 7 units. In the other hand, most of the buildings costs lowered in this mod and cost of tier 6 and 7 units.

This is what we are actually trying to do. Players should choose tier 6 or tier 7 for the early game because one of them requires 45 + 20 mercury, and tier 6 requires 20 + 10 mercury. Players need to use their Tier 6 and Tier 7 units wisely. On the other hand, most of the building costs are lowered in this mod, as well as the cost of tier 6 and 7 units.

Added 7 minutes ago
SRD
And that's the right thing to do! The "two-week" tactic is the dumbest tactic because city development is just as important a part of the game as everything else. Otherwise, people get used to worrying about resources only at the beginning of the game, and by the middle (end of the first month - beginning of the second), all mines lose their strategic importance due to the loss of the need for resources (well, this naturally does not apply to gold). If the city is being built throughout the game, it is much more interesting - here, mines are important throughout the game, and the "total build-up" tactic will not work - you will have to think more deeply about the city development plan, as it will simply not be possible to have everything at once.

Glad to hear that. Yes this mod focuses this. "You have a great units between tier 1 to 5 but players was using them rarely" in this mod you need to use your tier 1 to 5 units and you can use one of these tactics

1-) Full magic guild and tier 6 (magic guilds does not requires racial resource)
2-) Tier 7 opening (without tier 6) and non-upgraded tier 7 units %33 cheaper and don't need to rare resource for the hire. That means you can conserve your rare resource for Tier 6 OR upgrade for the Tier 7.
3-) Yes tier 7 units requires 3 rare resource instead of 2 but in this mod "all" tier 7 upgraded creatures damage 50% increased

Glad to hear that. Yes, this mod focuses on this. "You have great units between tiers 1 and 5, but players rarely used them." In this mod, you need to use your tier 1 to 5 units, and you can use one of these tactics:

1-) Full magic guild and tier 6 (magic guilds do not require a racial resource)
2-) Tier 7 opening (without tier 6), and non-upgraded tier 7 units are 33% cheaper and do not need a rare resource for hiring. That means you can conserve your rare resource for Tier 6 OR upgrade for Tier 7.
3-) Yes, tier 7 units require 3 rare resources instead of 2, but in this mod, "all" tier 7 upgraded creatures have 50% increased damage