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All castles in Heroes 3.

#1310
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I apologize in advance if I offend anyone, though I'm not trying to, and I might just "ramble" on about some things ))) Let's begin... :)

I'll write a few lines to the players who are still trying to figure out which castle is better, or which hero is more interesting... There is simply no such thing ))).... Honestly... Well, after that phrase, I'll be a bit more constructive...

There are several "imbalanced" heroes... (I'm talking about pure 3x heroes... 3.5 is completely different...) I won't describe them all... I'll give examples...
1. Roland - the hero for Dwarves... Rampart... His "unfairness" comes from a bug in the Heroes of Might and Magic scripts themselves... knowing a few simple game mechanics, or rather, let's call them "keys" (these aren't cheats!... they're a game mechanic)... in the first week, with almost no army, this hero can recruit massive non-castle armies..., and starting from the second week... Angels... Devils... etc. Additionally, this hero's first "perk" should be Leadership... and then the number of castle creature types doesn't matter... the army will always move...
2. I'm a randomizer... I always play on random and always at 200%... except for: random map size and random mob difficulty - I always set those to max...
So... I'll repeat once more: there are no bad heroes and no bad units... there are only clumsy hands... let's take, for example, a very prosaic hero: monk Leonis... with his prayer. This hero is considered one of the strongest heroes of the Castle, but the problem is that he levels up the wrong "stats", + his Prayer at final levels is worth nothing, because by the end of the game, it only brings him up to the level of an average semi-mage. (The best combination: Crag Hack with mass prayer... or Tzar...) Here, I'll highlight the two mentioned heroes. Crag Hack is a damage dealer, but if you get his castle, he won't help much... This hero should be taken for Dungeon with its Minotaurs or for Castle with its cavalry and best unit - Knights... It's just that the chance of getting Water magic is negligible... A pity... ))) Starting at 200% is best with heroes for gold or resources, which increases the chance of building the necessary units... Any hero at level 5, with proper skill builds, becomes equal to all other level 5 heroes with proper skill builds... For example: the Elemental castle plays with fairies and storms, and the best hero - Grindan - has slow at the start... + fairies ))... I read that someone described a tactic of "clearing the crypt in the first week", well, Grindan clears any crypt on the third day (you just need to collect 1000 gold for fairy upgrades - if there are no finances on the map, then wait 2 days for profit of 500 + 350 from Grindan - there are upgrades for the fairies themselves and additional purchases... then you can open chests under guard) ..., but generally, any castle clears a crypt with 10 vamps in the first week... Vamps are weak without upgrades.

In this same letter, I'll address Dmitry_A_S.
I liked your work, but you shouldn't look for the "average warrior". I played Conflux very often in the past. There are only 4 combat units there... and the other three defend the city... But to be honest:
The game is ALWAYS played with 2 heroes:

1. Any hero + fairies and air elementals...
1.1. Battles do not occur until the fairies change into blue evening gowns with a deep neckline ))))
1.2. Any archers and dragons are left for dessert...
1.3. While there are few fairies (less than 100), it's better not to attack serious clusters (say, 20 Minotaurs)...
2. A second hero is built (I'll skip the part about city development)...
2.1. The second hero dumps their entire army onto the first and collects ALL resources and levels up in all locations... The main hero collects nothing - he has no time for that...
2.2. As soon as Water Elementals are built, the second hero grabs them and, splitting the fairies (of which the first hero hasn't lost a single one), splitting the fairies 2 to 3... the first gets the smaller part....
3. Phoenixes appear - these are just overgrown fairies ))))
3.1. The first hero transfers fairies (all of them...) to the second main hero via the 2nd, 3rd, or 10th hero...
3.2. Army of the first: (peacetime) Storms + Fens + Magic Elementals
in wartime, the second hero dumps their army onto the first (wartime is when a hero arrives with ten weeks of purchases against your five weeks)
3.3. Army of the second: (always wartime) Fairies + Ice Elementals + Fire Elementals

In this tactic, the main thing is not to lose a single fairy!... - the key to success... This tactic is good for beginners, because fairies have low HP, and losing them at the start of the game is lethal... It increases control... :smile30:

Regarding which city is better than another:
In every city, there are units that inherently provide tactics against certain other units. There are no unique units against everything... there are only unkillable packs...

And now the game itself:
1. Utopias - cheating!!!
2. Pandoras - cheating!!!
No matter how much I play, I always agree with the opponent to play without these 2 paths, if he's not a PK, of course. Why: there are very interesting Pandoras that give "Jump" - the fifth-level spell Dimension Door. Usually, such Pandoras are guarded by packs that can be destroyed in the first week with some losses and a strategy... (a horde of pegasi or a horde of nagas), and then - you jump right next to 100 Titans and take a hat +6 to all stats... etc))) then the game becomes meaningless...

Thank you in advance for the criticism :smile23:
Respectfully.....