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Regarding prisons – according to Lizard, the main complaint about them is that well-placed prisons create an imbalance in resource distribution, favoring red (to the point where "blue appears, and is immediately captured"), while the absence of prisons or poorly placed prisons favor blue.
I don't know how relevant this problem is; we need the opinion of players.
The advantages of prisons include a significant increase in the game's dynamics; you don't have to trudge to all the castles yourself, and there's also the spectacle – a complex move involving clearing a large area of the map through a chain of prisons looks very impressive.
Overall, my opinion is neutral, so a simple majority of votes from the participants will be sufficient.
Regarding Miriam, Beatrice, and Alamar, the situation is much more complex... the fact is that banning the listed heroes won't fix the hero imbalance in the tavern, so the conversation might continue with "what about Tazar," "what about Craig Hack," and "what about Grindan," etc. That is, somewhere we will have to stop, so it is important to develop a criterion – what distinguishes an overpowered hero from a hero who is just a little stronger than the others.
In my opinion, the criterion for being overpowered should be the demoralizing effect of "damn it... the opponent has Jeremy, with 117 attack." I have observed this many times in relation to already banned heroes (Logistics-Luna-Jeremy), and it was actually the reason for their ban.
Is there such an effect in relation to Miriam, Beatrice, and Alamar... I highly doubt it.
That is, my opinion on this is pessimistic, but I am willing to listen to the opinions of players on this issue, but only if more than 2/3 of the votes are in favor of the ban.
I am in favor of banning prisons and banning heroes. I have repeatedly lost to prisons when the game was evenly matched, especially against opponents with well-developed heroes, particularly mages. Regarding the ban on heroes, I am primarily in favor of banning Miriam and Beatrice; they provide too much information. Alternatively, you could change the specialization of these heroes or make their special ability +1, +2, +3 at levels 10, 20, and 30, respectively, in addition to their base scouting ability. As for Alamar, simply remove the "schoolboy" starting bonus, and that's it.