Why does everyone need to be individually explained that Necromancer is overpowered?)
Moderated: OFF-TOPIC in the message
Heroes 3 - ban on vampire upgrades, ban on hero development with the *Necromancy* specialty. Why:
I used to gather 1k by day 127. How is that overpowered? And if it reaches a good treasure, the game is already won. Vampire Lords with high attack take Utopia on day 131 with 5 5 x x (Morning Star will then convert everything)
Two overpowered fronts.
Fourth, Necromancer is mediocre (as far as I remember - I haven't played in a long time, but when I did, I played a lot and for a long time). The problem was solved with a fix for vampire growth. It's more or less playable.
And now we're talking about the fifth game...)
So, here's my strategy:
In the first few days, we level up Necromancy, ignoring everything else (except for the main log).
Then we take everything we can from Dark Magic (then offense, defense, etc.).
Next, we gather as many un-upgraded skeletons as possible, in a chain, upgrade them to purple, and they, in turn, destroy 80% of the guards of levels 3-4 (all sorts of elves, druids, and other inconveniences of this world - we avoid them).
On day 117, we set up a defensive line.
On day 121+, we set up the maximum GM (given the resources), break into the main hero's castle, learn everything we can, and invest all the energy into, preferably, un-upgraded vampires. In the castle, we upgrade them in a chain, and by approximately day 126, we go on the warpath (I haven't played on templates, so I don't know what the guards are like between players, but that's not the point). By this time, at least 3 levels of magic are in the spellbook, and the army has 200+ skeletons and about 30 vampires (these are just the attackers) and various other units. If we manage to attack the enemy before they get a growth bonus, that's good; if not, we invest Dark Magic into upgrading vampires and act according to the circumstances (either we return to take control, or we go to the treasure, or to where there is a prospect of victory).
This strategy can only be countered by Earth Magic... possibly the Magic faction can also do something... but otherwise, I don't see any particular chance for others to fight back.
Perhaps, in words, Necromancer may not seem so formidable, but in the game, it is an irresistible force that has long needed a severe fix.
And in general, enough talk, I'd rather test the sixth game online with someone... Even though the scenario writers have gone a bit too far, you can't spoil the Heroes series with such a small thing. I'm sure they will fix their mistakes