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AnotherGame is a mod for ToE 3.1.

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#87
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I apologize, but I want to be sarcastic, but that would be off-topic, as it relates to another mod.
In the unnamed mod you mentioned, in "long battles," an equal AI army is defeated in 3 rounds, i.e., even faster than in the original. Therefore, I don't see the point in giving more than 5 healers to the tent, except for the purpose of deliberately prolonging the battle.

Added 3 minutes ago
Dyrman
The tent has low Initiative. It won't allow for as effective resurrection. And the AI also has various armies, and if you buy a tent for the hero at the start (which also requires a forge), hmm... some races simply won't have enough starting money due to the triple price.
You don't understand what I'm talking about. What does the balance of whether it's profitable or not to buy and the strength of the tent have to do with it? I didn't say anywhere that your tent became stronger.
Your tent definitely performs worse due to the reduced initiative, but in order for it to perform better, the player is forced to prolong the battle. Are you striving for that?

Added 12 minutes ago
But, for example, IRMG is very rich in resources, but one may never appear; it has happened. Improving mines will help with this.
The opponent may get a free native city, and I may not; conversion will help with this, although it is indeed expensive.
The wrong dwellings may appear; converting dwellings will help; neutral dwellings, of course, cannot be reconverted; they are there.
In my opinion, it would be easier for you to play on well-balanced, non-random maps, since what you are doing is nothing more than trying to fight against the factor of randomness.

Ask Moza how he overcomes your problems, because in TE, he also plays on IRMG.
Разработчик Heroes 5.5 WarGame Edition.
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