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TBM - Tournaments balance mod

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#156
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SRD
In my opinion, this is one of those changes where everything is crystal clear – it needs to be reduced, and significantly! I don't understand why the developers decided to do it this way – it's nonsense (of course, this is just my opinion).
It compensates for many other drawbacks of the Faction; otherwise, things will be bleak.
MoZeS
Let's calculate.

First, the number of Imps in the game is 16. In the second week, another 16 Imps are added. Let's assume the Castle is built in the 2nd week – from the 3rd week, there will be 32 Imps. The first battles start after level 10; the larger the map, the higher this level. Let's assume it's level 15 on average. Then, without considering buildings that increase the amount of knowledge gained by heroes: Knight, Dark Elf, and Necromancer (the weakest in terms of mana) will have 3 units of knowledge each. Usually, by this level, heroes have several artifacts, primarily to address their weaknesses. Moreover, 1-2 knowledge points can be obtained from an artifact at the start. Plus, 1-2 knowledge points can be gained from buildings during this time. In total, at level 15, these Factions will have approximately 50 to 80 mana.
Level 15 requires 34140 experience points. Let's assume we get a minimum of 3000 experience points per week (usually, we're already running around at level 2-3 by the end of the 1st week, and then we fight more numerous and stronger neutrals).

Then, we need 34140/3000 = 11 weeks to reach level 15 (or 9 weeks of full growth and 2 with normal growth). By this time, if we don't spend them (the Imps), we will have 16+16+32*9 = 320 Imps. Let's assume that 25% of the Imps are lost (usually in early battles), which is 80 Imps. Then, by level 15, we will have 240 Imps. This means they will drain 240/8 = 30 mana from the opponent. This means that the average heroes of Factions that are weak in mana will have from 20 to 50 mana after this.

That's pretty good! :D
We also need to consider the abundance of artifacts that grant knowledge, not to mention various other things like education. In my opinion, everyone will ignore these Imps.
Interested
I agree with Magistar. Considering that by the 4th week, there can't logically be more than 190 of them (if, of course, you don't hire Inferno heroes every week), and that's even without losses. That is, they drain 24 mana or 12 and give 12 (Necromancer - 80 mana, Warlock - 60 mana, Mage - 100 mana, Dwarf - 70 mana, I might be very wrong with the numbers). And they are also very popular targets.
At that time, Warlocks can easily have 150 mana, and Mages can have 300 mana, if they have education and artifacts that grant knowledge.