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[ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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#286
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Wicc
Mines are useless. They are only needed at 200%. At 160%, there are enough resources.
In the past, all more or less decent Tournaments were held at 200%.
Now they have declined to 160%, and even then, the top players like to play at 200%)).
Who are we balancing for?
And then there's always the "черк" ;) By the way, in Anarchy and Balance-Random, the Tower often appeared, and due to its powerful start (someone mentioned the Miners here), it could even win the entire game.
The main problem is the low speed of units (hence the need for upgrades), the second problem is the cost of building and buying (especially considering the upgrades), the third problem is the small range of damage dealers, in fact, only Gremlins and Nagas deal damage, and the fourth, semi-problem, is the lack of decent heroes.
If we forget about the damage from combat, as well as casting spells on troops by "scholars" at the expense of "students" - even the book for Warriors hints at this. :)
It's enough in the early stages, but then...
Yes, in the modern game, the pace of battles has increased, and the potential upgrade of units has added to it, and the vector of magical development has shifted from Towers to Pandoras and the enhancements of Mermaids, which still implies battles.... but in my opinion, giving the "scholar," for example, the ability to cast a spell (or even a mass spell, depending on the skill level) before the battle, or permanently for all battles of the day, would be balanced for the Tower, without changing its essence, and for the second skill.... when meeting an opponent, this would be neutralized as a tactic.... I think it's worth considering.
For example, to get 6 gr. horses, the Castle needs to spend 6000 on buying un-upgraded ones and go to the stable. The Tower, on the other hand, needs to spend 11400 coins on upgrading a Nagash and buying upgraded Nags, not counting resources and building time.
No one argues with the high cost of Nagas (you can also remember cheap unique units), but Horn balanced this by lowering the purchase prices for level 1 units and raising them for level 2 units. ;)
Therefore, it is proposed to supplement the Tower's assortment with rarely built Giants, as well as reduce the costs of building and buying. And also, slightly adjust the heroes in terms of starting skills (or enhance the skills themselves).
The "scholar" skill, which the Tower has a lot of, isn't a "papal" skill? ;) Okay, let's say that pre-casting is only used when there are, for example, mages in the army (and mass-casting when there are archmages) - we can test and balance it. ;) And reducing prices - yes, I wrote that Horn did this for the Tower in the fixes, where it is demonstrably stronger on most maps (the only drawback is the low speed, which can also be solved with pre-haste).
Plus, make the prospect of upgrading Titans a reality, a very serious enhancement for the Tower. For this, Giants need to be able to be placed on level 1 without harming development, preferably with the Castle. And the upgrade prices should be lower.

Sometimes Behemoths are placed on level 2.
Sometimes Dragons are placed on level 2 of the second week - theoretically, practically, almost never.... it's clearly easier to upgrade Giants than red-green ones. ;)
The Tower's feature is magic, and its development needs to be adjusted so that it can dominate both in early encounters (it used to dominate, because there was not much to fear from Angels and Ducks from the opponent) and in a prolonged game. :) The absence of the Orb and Cloak, on the one hand, inspires optimism, but on the other hand, high magic is now not Castle-dependent, but Treasure-dependent.... I don't remember if I suggested such a perversion as learning spells from scrolls/books by an "eagle-eye" with their subsequent disappearance from the book :D :D At the same time, of course, a hero who simply carries a book will not have spells from it... but these are all perversions that strongly affect the gameplay, which need to be tested for a long time and carefully.... on the other hand, the gameplay has also changed a lot from the traditionally old one, when castles were somehow balanced.... but I am still not for unification, but for diversity and strategies, it would just be good if everyone could dominate in the realities, and not just the armored ones :smile14:

Added 8 minutes ago
or maybe we can just do this: instead of giving the Tower vision from the start (why is this?), give it a magic guild? ;)
This is a logical move: Warriors have a book! This provides tempo, an increase in salary, and adds flexibility. :)
And also, slightly reduce the purchase prices for higher-level units