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1) Worker-investment guild. Provides interest-free loans by taking units. These units work to pay off the interest. To return the units, you need to repay the loan. There is also a possibility that the opponent will buy the units, which is especially dangerous considering that they are pledged for less than their full value.
Do you mean pledging a unit?
2) Secret underground passage. Allows you to leave the battlefield with your army, and also to "disappear" completely within a day. That is, the hero and army go into service.
It's similar to the Black Passage from the third game. The idea is good.
3) Old mine. In case of an attack, it allows the hero to hide in the mine, and then cause a cave-in in the section of the mine where the battle takes place. This results in both heroes and their armies being buried in the mine.
It's unfair; the enemy spent a lot of time maxing out their hero, and then they die in such a ridiculous way. Maybe it would be better if the hero hid during the cave-in, and the enemy couldn't attack him; the cave-in could be cleared within a day.
4) Master Trojan builder. Builds Trojan horses. When launched before an attack on a city, the Trojan horse starts the siege with the gates open.
It's unfair, but in Heroes, there will at least be some element of strategy.
5) Customs. Takes a percentage of the army's value for passage.