And if a player suddenly moves from this castrated environment to a normal one, panic and swearing immediately begin, claiming that same damn SoD is to blame for placing obelisks near the Castle, and now they'll lose 5 more marks and won't be able to get that maxi-con easily on 121 as they are used to. And if there's even morale in a stack of gremlins, the chair burns up in an instant.
It's like modern hunting, where they pump a boar full of tranquilizers so that God forbid it does something unexpected. And I, as a Hero with a shotgun, prove that I am Homo sapiens and just a man!
How have they not yet come up with the idea to "remove certain units from the starting respawn." Like, no archers—only dwarves and zombies:)
As for the topic—yes, the fewer prohibitions, the more interesting. Because if you wish, you could fit something like "cannot use Armageddon when the army only contains own same-faction demons or Efreet" under such a prohibition—but that's exactly how the game is played: -You immediately look at the start—hives, cons, starting army, exits/passages, Dragon Utopia, heroes...
-You develop a strategy of action.
-If you see 2 out of 3 components of a build—naturally, you are constantly searching for the last element.
-If you see that obelisks are everywhere—it's logical to take the opportunity and find the grail.
-If you see a refugee camp—no one will judge you for having a titan on the first turn
-A scholar can give Explosion or Armageddon on 114—and this too will change the entire subsequent strategy.
IMHO, if the guards of cartographers and hill forts were strengthened—they could be left unchanged. Say, 100-249 level 7...
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."