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Heroes 5.5 WarGame Edition - Tactical Edition.

#1210
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Nargott
I decided to set the fort as built by default. Since this building is almost always necessary, but at the same time slows down the pace (typical development to a castle without a fort in the first week would take as much as 3 days of construction out of 7).
In villages (secondary towns), the fort is not built (but the tavern and tier-1 building are, as in the main town). This means that when capturing a village, we will have to invest in building a fort in order to be able to actively produce creatures (without a fort, only magical creatures and tier-1 can be built, which is already built).
The other day, I was thinking about whether it is necessary to have a tier-1 dwelling built in the main castle, as it slightly reduces the variety, and you decided to also have a fort built. In my opinion, a Town Hall + Tavern + Fort or Tier 1 would be enough for dynamics. Level 4 (buildings) is too much, in my opinion!

If a fort is built in the main town, will this determine the basic color (grade)? I really liked the idea of choosing a basic grade (color).
Nargott
For Humans, there are 4 options with militia and archers:
1) an arrow from militia to archers
2) an arrow from militia to archers, but without an arrow from the fort to archers
3) an arrow from militia to the fort
4) no arrows from militia
My answer: 2) an arrow from militia to archers, but without an arrow from the fort to archers (there is no difference whether there are forts or not, and 1 arrow from militia is enough).
Nargott
For the Dungeon, I'm still thinking about what to do with the growth rates of scouts and beasts:
1) do nothing
2) increase the growth rate of scouts from 5-15 to 6-18 (max 4500)
3) increase the growth rate of beasts from 4-12 to 5-15 (max 6000)
4) increase the growth rate of scouts and beasts
My answer: 4) increase the growth rate of scouts and beasts (I am in favor of creatures with the same cost, such as Beasts and Swordsmen or Archers and Scouts, having the same growth rate, plus or minus an equal strength!).
Nargott
It is also questionable whether a requirement for the shipyard from the castle should be set, or whether the shipyard should be independent (then the shipyard would theoretically be available in any village without a fort, provided that the required town level is reached).
My answer: Leave the shipyard for the last stage, for now, make it as standard.
Nargott
The training limit will be increased from 8 to 10 creatures per week (while training remains free).
Couldn't you make a limit on the number of basic growth per week? For example: Militia - 8, Archers = 6, and so on. A limit on the number motivates training higher tiers. I like it more when there is a limit, like with dark energy in necromancy: the lower the tier, the more units can be "trained".