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I think it's a good idea, but then you'll have to nerf the Necromancers somehow, because Necromancy will still provide a significant boost.
We'll see, we'll test it. The balance in the mod will be primarily adjusted for Multiplayer, and the timeframe will be 3-5 weeks, as a priority. This will allow us to maximize the potential of one-time boosts, because the original game doesn't have the concept of accelerated production of specific creatures. But it will be in WGE. For example, if you want to play with Militia, you build both dwellings (base + upgrade), and you get 2 boosts at once.
In a long game, as in the original, there will be favorite factions (Humans, Undead, and Academics). Although their advantage will only be noticeable in a long game from a single castle, but if there are several cities in a prolonged game, it's not certain.
Regarding nerfing the Undead, they are already nerfed (in the early game). Because they won't have the built-in "Raise Dead" ability (which has been moved to level 3), which creates imbalance and kills the interest in early game rushes.
Added 1 minute ago LightWarrior
Well, I don't like having units with 100500 creatures myself :) IMO, it's better to leave the growth in castles, but reduce it.
It's already reduced ;) For example, the base growth for Peasants is 12.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат