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#12
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The ability to buy off neutrals is just one of the points under discussion. It doesn't radically change the game, and certainly doesn't affect the balance. If before you could only break for free, with this plugin, in addition to free breaking, a paid option will appear. This applies to all factions and all heroes without exception. The money goes to the neutrals – that is, into the void. What benefit does the opponent get? That you have lost some of your money.

Regarding three stacks at the start and a built level 2 dwelling. This reduces randomness at the start of the game. Is it normal when one player gets one stack and another gets three, creating unequal conditions right away? Regarding Tazar, Dragons, etc. - In the tournament, there is bargaining – if you consider someone imbalanced, negotiate over them or sell them very expensively. A Dragon will give you a boost at the start and only one unit, while Tazar is a hero for the long term and works with all units.

The frequency of obelisks and their number can be configured. The more obelisks there are, the easier it is to dig up the Grail when the map is scouted – the excavation radius is smaller.

Calculation of movement points. You can work towards speeding up the game or slowing it down. The fewer moments that force a player to stall, the faster the games will go, and the fewer players there will be who are dissatisfied with the short timer. There is such a thing as decision-making speed and thinking speed – everyone has a different one. This doesn't mean one is smarter and the other dumber – it's just differently wired brains. It's like two different generations of RAM – both run the same games, but at different speeds. Similarly, both players know the same things, but their physiology is different.

What's bad about Scouting and Mysticism? That's a question for the players. Why do you avoid them if they are supposedly great?))) In reality, the game is filled with useless skills, spells, etc.

Regarding Diplomacy. When playing with it, practice shows that those who play better win, but with elements of luck. When playing without Diplomacy, it's the same. But without rules, the game is more varied, dynamic, and spectacular, while with rules, it's playing a trimmed-down version of the game, for the sake of the mystical balance, of course, but trimmed down. Or does someone think that on some portal, some rules perfectly balanced the game without throwing out part of it?

Regarding Necropolis – a game without rules already allows all upgrades and all buildings.

Regarding unbanning heroes – it's simply more variety in hero selection for different towns and an element for discussion, nothing more.

Regarding Logistics and logisticians, there are different plugins – both with fixed values and without.

СМКА is included in the standard template collection – you remove the Underground and the template allows you to set XL. There will be an opportunity to test it. We've already played many games this way.

Regarding value. We already have many lotteries in the game. Should a good Utopia have more value than a bad one, or a Conservatory or a Dragon Fly Hive? So I see no point in differentiating.

Much of what's been proposed may not be added at all. This is up for discussion. If serious, well-reasoned arguments appear for one side or the other, we will listen to them.

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