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what possible advantage could there be over a scout hero? regardless of the new growth, it dies in the first round anyway. /there are different situations, maybe you'll have to speed up at an enemy mine, etc., and so on - you could also clarify about unguarded mines/
This issue was discussed even before the last CIS Championship. We decided that rather than complicating the rule by somehow introducing the concept of "gives an advantage," it's better to just ban it outright. That's simpler for both players and judges, and it helps avoid unnecessary doubts, in-game questions, and all sorts of squabbles.
In the "Counted" and "Not Counted" items - these are the same buildings! So with an east wind, the army from this building IS considered growth (according to your rules), and with a north wind, the same army from the same building is NOT considered growth (also from your words) --->
Once again - everything that Red has built or captured on this turn is his first-turn bonus. Blue has his own bonuses.

Imagine a completely symmetrical setup - Red on day 117 captures his external dragon dwelling, builds a portal, and attacks, taking advantage of the fact that Blue hasn't taken his external dwelling yet. This is Red's advantage - a day of tempo. What makes day 121 worse than other days?

Or a more illustrative scenario - Red on day 121 takes 2 fat Griffin Conservatories and attacks. This could give Red a decisive advantage, yet this is not prohibited in any rules.

Only growth is prohibited, i.e., dwellings/external dwellings/portals where troops were present the previous week and grew on the first day. That fact is reflected in the rules. But what Red builds or captures from neutrals on that day is his own asset.
Just because something is old doesn't mean it's flawless for all time; SoD is also old - but for some reason you don't play it.
And as for complicating things too much, one added word - clear to everyone - is a serious mental burden.
Changing the wording requires solid justification. There's no balance on random anyway, so where to draw the line between balance/imbalance is a matter of personal taste.

That's why when writing these rules, I opened the 2010 Championship rules, minimally adjusted them considering the specifics of Warriors of the North and a different list of templates, and also elaborated on a few points a bit more (to avoid confusion, since we have several newcomers here).

Yes, you can look for all sorts of imbalances in guards and contents. One player might have a crowd of Liches guarding an external dragon dwelling, while another has a crowd of Lich Lords - so what, now you can't take it? Or at the Michurinsk qualifier - I wanted to take a Dragon Utopia in the 2nd week, but the guard stopped me, which turned out to be nastier than the Utopia itself. So what now, ban taking Utopias if the guard is moved?

The rule about moved guards generates a lot of hassle over the fact that the guard of something is crappy, but running to clear it and then coming back for the loot (especially if it's on bad terrain) seems absurd in many situations. Therefore, they try to minimize the number of restrictions on this point. One extra word in the rule here will give a dozen episodes per tournament.
I can't believe you wrote this, "Captain," don't hack Vic's account
Damn... where did I blow my cover like that? :D

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