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#97
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Javdet
Regarding the starting funds: It's noticeably less than in Warlords, but it doesn't really affect the initial development. In Warlords, on the contrary, I think there was too much, it felt excessive.
Yeah, that's pretty much what I was thinking.
The dungeons, if you haven't tweaked anything in them, should be the same. I haven't noticed any major differences yet.
I tweaked the size values of the zones in the template so that it would feel like it did in Warlords. If it worked out, that's good.
Chain-capturing cities – it's not a strategy for fast games.
That's true, the recommended road speed is medium.
What's unclear whether it's good or bad is the reduced strength of the teleport guards. Stinger managed to visit even with strong guards.
That was accidental; I copied it from the dungeon entrance guards out of habit. If it's too low, I can increase it.

Added 32 seconds ago
=Lizard=
That's why Warlords has experience for creatures – rushing into dungeons on turn 116-117 is common because by that point, your starting stack of units at level 1-2 becomes comparable to units at level 3-4 in terms of stats.

This won't work in SoD, so I think reducing the strength of the teleport guards is quite logical.
Maybe you're right...

Added 7 minutes ago
KobRa_RR
Thank you, Vikk!
Please send the template for testing.
Regarding the cities, 4 was a good number; now, it might feel like there are too many. Capturing cities in a circle endlessly drags out the game.
I thought about that, but see the argument about control – without it, running around in a circle risks dragging the game out even more, and this way, the chances of building a Dragon Domain are higher, and there are more strategic points for catching "runners."

I asked Wizard to somehow programmatically solve this problem, to check guilds for the presence of control, and if there isn't any, add it to one of the castles. Let's see what happens.

Added 31 seconds ago
Redwhait HP
Is it compatible with HotA?
I don't know. That's a question for Wizard.

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