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Here's a version for discussion, from one of the mod's co-authors:
A very fast start is intended, allowing players to capture secondary towns early (on days 3-4).
On day 1, the following is already built:
Town Hall (1000 gold per day)
Mage Guild, levels 1-2
Tavern
Market (+Warehouse?)
Forge
Fort
1-3 tiers
racial buildings (like stables, etc.)
On day 1, you can build (using humans as an example):
Monks, tier upgrades 1-3, Stronghold or Guild level 3
On day 2:
Knights or Griffins, Monk upgrade, Castle or Guild level 4
On day 3:
Angels, Knight or Griffin upgrades, or Guild level 5
On day 4:
Angel upgrade
All other unnecessary buildings are excluded (i.e., no Magistrates or Capitols).
Added 2 hours 0 minutes ago
Here's another alternative version, from a different co-author:
Tie different tiers to fortification levels, i.e., each fortification level represents a certain stage of development.
Tiers 1-2 require nothing, tiers 3-4 require a Fort, tiers 5-6 require a Stronghold, tier 7 requires a Castle. The idea is as follows: to reach the next level of technology, you need to invest in development, i.e., slow down the pace a bit (Forts don't provide an immediate effect). If the player stays on lower-level technologies, they can increase their power and invest in attack during this time.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат