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Heroes 6 - Discussion

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The racial composition, IMHO, will change. Here is what we have now.
Humans - the composition is completely identical to the one from 3. It 100% will not change, as many perceive it as the classic. Unless fans of 2 are against it. However, reshuffles regarding the 1st level are possible, though unlikely. Training from peasant archers looks, IMHO, better than from spearmen. But if the shooters are moved to the 3rd level and the swordsmen dropped to the 2nd... I still believe it won't change.
Demons - this castle appeared only in 3; in 4 it was... let's not say what. The composition is almost identical - some reshuffling of levels occurred and Efreets were replaced by Nightmares. Unlikely they'll change it, although... I quite like Nightmares, but some want the Efreets back. The return of Efreets contradicts the concept of Ashan, but as neutrals, they'd fit perfectly. Overall, I liked how the demons were implemented in King's Bounty - both visually and in terms of unit strength, it's just a pity that Cerberi correspond to them. Demons and imps are just too weak in Heroes, just too weak. In King's Bounty, for fun, after completing a quest in Cordar for beer, I spent time in Demonis and built a fully demonic army. And so, demons and imps were my main strength. By the way, I also liked them in the art from Heroes Online: Kingdoms (and the best piece of art I've seen from that game is the Angel. I set it as the background for my PDA).
Undead - now this is a big problem. Ubisoft wanted to make this castle in an Egyptian style, ala Tomb Kings from Warhammer. But here Nival did well—they fought for the classic look. Then there was the controversial replacement of Death Knights with Harbingers. But later it justified itself. Without it, my favorite new necromancy likely wouldn't have appeared. But the composition of the Necropolis in 6 remains a question mark.
Wood Elves - in the original plan, the castle composition was completely identical to 2, only the dwarves (they have no place in the Rampart) were replaced by dancers. Ents were added. Although they could have had female riders on pegasi :). Then there was again a controversial replacement of phoenixes with dragons. To be honest, I don't know which is better here. By the way, comparing the rampart in 2 and 3, I choose 2. Elves should have more than one shooter.
Dark Elves - the composition of this castle changed throughout the entire series. In 2, it had centaurs, griffins, hydras... In 3, medusas, troglodytes, beholders... In 4, thieves, nightmares... Only minotaurs and dragons were in this castle throughout the entire span from the 1st to the 4th part. They were kept. This castle resembled a hodgepodge more than any other. So it was changed, leaving perhaps only the dragons and minotaurs. Now it is the Dark Elf castle. Oh, what a fuss the fans made. But I liked it. I played this castle extremely rarely; now I do it more often. Generally, if you look at it this way... you can easily recognize the thieves from 4 in the assassins, and the harpies in the furies. If you use some imagination, some will see medusas in the matriarchs, and some will see beholders. I doubt they will redesign it, and I don't want them to, but...
Mages - originally, this castle was supposed to be without changes. Except that an Arabo-Indian style was acquired. But that is correct. Some creatures didn't look great with nagas and djinn (by the way, there is a sketch depicting a naga as she should have been in this castle, had she been there). Then the nagas were moved to the planned Swamp, and rakshasas took their place. IMHO, the castle composition will not change, but the appearance will 100% be corrected. Developers, decide on the gender of the rakshasas. And give the djinn their heads back. And make the gargoyles into normal chimeras, like in all the parts. And for once, why are they elementals? Make them mechanisms. IMHO, it's more atmospheric and they could be repaired by gremlins.
Dwarves - a new race. Dwarves in the game were merely a unit, and even then, always located where they didn't belong—among the elves. Honestly, I'm glad they were finally implemented. I doubt the castle composition will change. Everything is in its place. Hird, spear throwers (though by the original design these were supposed to be axes), bear riders, priests, jarls. I can't imagine dwarves without all this. In King's Bounty, the composition of dwarves wasn't great for me, but they are useful... The class name should be Warlord, not Rune Mage. And give the throwers axes.
Orcs - The castle composition is a sort of blend of 3 and 4. Goblins, centaurs, orcs, shamans, chieftains (you won't believe it, but in the Ukrainian localization they are atamans), wyverns, and cyclops. StrongHold is quite recognizable.
Nagas - the unimplemented castle from the third add-on. It was supposed to be in a Japanese style (more likely, based on all the Far East countries at once, IMHO). There are a number of models in the resource files of "Hordes of Storms". I've seen them. A lizardman with a crossbow, a troll with a weapon ala Wolverine (called a steel claw, if I'm not mistaken), a "samurai", and a naga. Presumably, medusas and dragons were also supposed to be among them. Only long, mustached eastern ones. At least on the sketch, their statues are on the castle facade. The plot of the third add-on, IMHO, has been moved to 6; we'll see.