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.
The dungeons, if you haven't tweaked anything in them, should be the same. I haven't noticed any major differences yet.
Chain-capturing cities – it's not a strategy for fast games.
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.
Added 32 seconds ago
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.
Added 7 minutes ago
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 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
Is it compatible with HotA?