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Oelm
Question about the new version with simultaneous turns? What will be the differences from SoD? You don't need to mention things that are optional (with the possibility of choice).

Yesterday, my brother suggested a very interesting idea – not to wait for the implementation of simultaneous turns, but to release a version that already has simultaneous turns.
Principles:
1) Continuity with SoD
2) Do not introduce new strategic elements until the old ones are unbalanced
3) Minimize rules (embed rules)
4) Reduce the number of settings and options - because this is currently one of the problems of TE

What will be from TE:
1) Interface (!)
2) TE's fixes for SoD's bugs
3) Starting balance: 3 stacks for heroes, the non-native hero is not empty, the 2nd level is built, war machines for specialists
4) No Week of Monsters and Plague
5) Balancing of castles.
6) Balancing of schools of magic

Not from TE:
1) I want to bring scrolls back into the game, but so that there are no such "carts" with rules on how they can be used (and then it's still difficult to check - whether the opponent acted according to the rules or not)
2) Logistics with 5% per level -> 2% per level
3) Weakening of Necromancers: Necromancy 10%, 20%, 30% -> 3%, 6%, 12% (the numbers are not final), Necromancy only works after the upgrade is built (the upgrade loses its original function) + accordingly, if you don't have a castle with an upgrade (for example, it was taken away), then necromancy will stop working, maybe some other minor changes
4) Strengthening of specialists in monsters: in TE, they were strengthened too much, and now everyone only plays with them, so I want to strengthen them as follows: give not 5% for a multiple level, but 10, 15, or 20%

What definitely won't be from TE:
- troop experience
- classes

What will be optional (and disabled by default):
1) Bank
2) Tax
3) Guild rebuilding
I'm leaving these things for the TE players, by default they will be without them.

For future versions:
- directive strengthening of useless skills

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