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#167
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Medium_HP
The problem (if considered a real problem) is solved, for instance, by making rebuilding available only after full construction.

On topic.
Balance in Heroes is certainly peculiar—it is achieved not by equalizing individual parameters, but by stacking randomness: due to the vast number of random factors, their distribution becomes more or less even.
That is, in general, reducing the number of random factors will lower the probability of their even distribution among players and worsen the balance.
But the above holds true only for factors that do not significantly outweigh all others in importance—i.e., for factors that can be countered in one way or another.
Control can sometimes be obtained fairly easily and (when the opponent lacks it) is not countered by anything. With Hive+Underground this is a 99% win, with Surface+Underground the percentage is not much lower.
Are there other factors in the game with such or even close percentages of influence on the outcome? Griffin Conservatories, Dragon Utopias, Dragon Fly Hives, battle parameters, external dwellings, doubles, free artifacts, a good skill tree—all of these lag far behind control in significance and are countered by one another.
It would be very useful to do something about control, and so far nothing better than rebuilding has been proposed.

+1
We could also introduce 4th-level shrines and make pyramid spawns universal—at least 1 per respawn))))


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