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Dear forum members.
IMHO:
1. Ban the upgrade of vamps until bone dragons are built.
It seems to me that this is also wrong, because bone dragons are often placed as early as the second week, and by the third week there will be so many vamps that you could break Dragon Utopia and various guards like wings, books, etc. using ONLY them—without losses (or a rival without losses just using vamps :) ).
This also seems wrong... Since level 10 can be reached very quickly (sometimes even in the first week), and necromancy specialists are cheat-like because they get an additional 5% level, and at level 10 even with advanced necromancy they will already raise more than other Necromancer who have expert necromancy; but if you let them upgrade to expert necromancy as well—then around level 20 (+ -) they will be turning nearly 100% of killed units into skeletons, and that will once again make the necro unkillable and unplayable...
3. For example, I understood the rules to mean that the use of profile spells (Solmir, Demir, etc.) is prohibited entirely until the corresponding level of the mages guild is built. This needs to be written more clearly.
I wrote that for such a rule point (you just can't use profile spells against humans until the guild is built, but against monsters you can (since this obviously cannot be tracked anyway, and replaying all battles with neutrals for 4th magic specialists would be maddening), but now, by the rules—they cannot be upgraded (only up to !! level 3), but the magic itself can be used immediately... (in principle, this interpretation of the rules regarding specialists also makes sense, so decide for yourselves what to leave there...)
4. Allow the use of banned heroes if they are released from prison and have experience level 10 or higher (while using profile spells with the specified restrictions)..
I believe that it should be allowed—but by imposing the same restrictions as if such heroes come at the start... (if upgrading is only allowed up to level 3, then a hero from prison can only be upgraded by +1 level; if he gets +2 levels, you are obliged to fire him on that same day). If these were magic specialists—and the rule is that magic against a human can only be used upon building the guild—then it's the same with them: only after building the 4th level guild can magic be used against a human. If a necromancy specialist arrives with expert necromancy skill and the hero himself is level 10, I suggest specifying in the rules that you don't have to fire him, but upgrade him by no more than one additional level (i.e., as soon as the necromancy specialist gets +2 levels, you will be obliged to fire him); but if the necromancy specialist still has advanced necromancy skill—then play with them to your heart's content up to whatever level you want, just don't upgrade their necromancy to expert and that's it...