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For the most part, the features are optional.
Starting with three stacks and having a second-level castle built balances the castles at the start, which means:
a) many castles have returned to the game, which is a step towards diversity;
b) isn't it just nice to play with a powerful starting army?
The same goes for faster roads; you can get more done. Disabling morale is, of course, a controversial point. Some might say it's not interesting when neutrals become static fodder. But this is what fans of a chess-like approach advocate for: randomness should play the smallest role. And besides, the ideology of the TE (Tournament Edition) is a game of player vs. player, so they try to get rid of the hassle associated with fighting against unfair spawns and unpleasant blockades. Disabling morale, faster roads, and a uniformly powerful start are one way to do this.
Unfortunately, it is technically impossible to prohibit native secondary creatures on adjacent spawns. Either don't disable it, or disable it everywhere.
In general, I liked the interesting feature that Oelm pointed out: when the remaining random elements start to play a role against the backdrop of other stable elements. Indeed, which picture is more uniform: overall uniformity with some randomness, or a lot of randomness that, in total, compensate for each other and result in a kind of uniformity? It's interesting what mathematicians would say :) Hey, this is for you!
Starting with three stacks and having a second-level castle built balances the castles at the start, which means:
a) many castles have returned to the game, which is a step towards diversity;
b) isn't it just nice to play with a powerful starting army?
The same goes for faster roads; you can get more done. Disabling morale is, of course, a controversial point. Some might say it's not interesting when neutrals become static fodder. But this is what fans of a chess-like approach advocate for: randomness should play the smallest role. And besides, the ideology of the TE (Tournament Edition) is a game of player vs. player, so they try to get rid of the hassle associated with fighting against unfair spawns and unpleasant blockades. Disabling morale, faster roads, and a uniformly powerful start are one way to do this.
Unfortunately, it is technically impossible to prohibit native secondary creatures on adjacent spawns. Either don't disable it, or disable it everywhere.
In general, I liked the interesting feature that Oelm pointed out: when the remaining random elements start to play a role against the backdrop of other stable elements. Indeed, which picture is more uniform: overall uniformity with some randomness, or a lot of randomness that, in total, compensate for each other and result in a kind of uniformity? It's interesting what mathematicians would say :) Hey, this is for you!