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Perhaps the developers believe that walking on water is compensated by the fact that boarding a ship no longer ends the turn?
But where will the ship come from? And in a convenient location for us.
Well, then let's remove necromancy from the Necromancer faction and cut off the Inferno's gates; it's overpowered, right?
But let's not be sarcastic. They already have strong water/ice units in combat. Just look at the Yukis, with which you can eliminate enemies in stacks and freeze them. And there's no need to mix cherries with Snusmumriks. Necromancy and gates are combat advantages, while walking on water is an adventure map advantage. You can win a battle, but lose the war. And the one who loses it is the one who suddenly has a Naga appear near their capital.
I've already suggested my solution to the problem.
I'm saying this again, it's not just a matter of money and time. It's a matter of strategy and tactics FIRST AND FOREMOST. No matter how much time has passed since the beginning of the game, the possibility of a sudden attack from the Sanctuary faction remains.