Also, if it's not too much trouble, I wouldn't mind if players who have completed the game posted screenshots of their in-game stats, at least the first page. I love collecting stats about stats
- Neutrals don't increase in strength, but mercenaries do. That is, you can just accumulate troops. Accordingly, if you introduce a limit on the maximum number of troops for hire, this would increase the relevance of tactics/any magic/alchemy/runes/resting in taverns/resurrection/variety of possible troops and would prolong the game if you had to prepare separately for each battle (it's already there to some extent - but now it's more like "preparation for the next battle" rather than a "stage of the game within the game")
- No role-playing diplomacy. I don't know, maybe it's normal that so many functions that are typical for Heroes are cut here, and this one is gone too - but you talk to so many NPCs and there is no such function. And the late game is accordingly without it (this can be added to the previous point) - and there isn't one anyway - it's difficult at the beginning, and then you get used to it and don't notice how the map ends (and all the neutrals are brave - 20 druids don't run away from 300 horses)
- 500 mine workers. Perhaps few people bothered with this (they just sold them), but it's unnatural and looks like a legal cheat. It would be logical to either have a small increase (up to 100) or a limit on the amount of resources mined (mine output)
- Mentor. It slightly reduces the difficulty and turns replayability into a sandbox in which you can just play around.
- The inability to learn magic types (if not in the education center, then at least from specialists) can make it difficult to get, for example, summoning on a Knight.
In general, the map started and ended. I don't know how to describe it - it seems like you can't complain about a lack of content (30 quests, achievements, random event generation, etc.), but there is no late game - after completing the main quests, there is nothing else to do on the map. Even on the maximum difficulty, there is practically no need for additional enhancements (I started using alchemy on Garun, studying on the Demon (and I regretted transferring that poison to him later, although I didn't meet anyone stronger for it), I figured out runes only through a quest, when I saw that you can rest in a tavern several times for +10% - I thought it was a bug and an exploit, not a feature)
In general, the RPG element provides a good opportunity to compete in something, which gives meaning to creating a multiplayer mode for this map. Perhaps this is an exaggeration and it will no longer be what you planned this map to be. + I have no experience with PvP or map creation, so I don't know how this can be implemented - I just see it as a good idea, which is why I'm writing about it.
