2. In the late game, it's beneficial to give chests to collectors to gain Logistics.
1) Don't take Logistics - proper map control will more than compensate for it! And you'll save a skill slot!
Regarding Logistics.
Without the skill, a hero has 2500 MP, with Expert Logistics - 3249 MP. Plus 250 MP after each battle. Prowess allows you not to spend movement points when visiting various structures on the map. Pathfinding reduces movement penalties.
In total, a hero with Logistics travels much further in a day than their counterpart without it, engages in more battles, finds and captures more artifacts, mines, and structures, attacks utopias first, and gains more experience. Ultimately, they decide when to initiate the final battle.
2) Magic - don't take more than one, you won't use all the spells in a battle anyway (except in rare cases).
And try to take the school that your opponent least expects from you... I'll write more about magic later....
3) Defense - it's a must for everyone, without exception. Fewer losses on neutral creatures - more troops in the final duel! A Mage should take Defense - it's a MUST! The longer your army lasts, the more spells you can use!
4. Army control....
I am considered a great player (this is not true!)...
I don't attack Druids/Mages and other casters unless absolutely necessary - only if there's a valuable artifact or VERY needed resources nearby - because I know there will be losses.... When I attack strong neutrals, I know their weakness, and if I don't have a way to exploit it, I don't attack.... Of course, tactics in battle are also very important - I'll write about it later (but it depends more on experience)...
And by the way, 34 Druids can be reached on the fourth day of the game:p
