1. Game balance. A 100% chance of control on XL maps will simply kill fast games on those templates. Will this bring balance? Who the hell knows. After all, balance depends not only on control, but also on the treasures in the zones. One player gets Dragon Fly Hives and cons, another gets obelisks and "besyaten" (Cyclops Stockpiles).
2. Won't we create new problems and new imbalances with a rebuildable Mage Guild? Now we run into the logistics problem. One player gets Logistics, the other doesn't. If in one scenario we had a chance to get Logistics along with control, now what do we do?
Okay, for example, both players got control (doesn't matter where). One has Logistics, and the other has some tank like Shakti. And in theory, the latter can't catch him while the former is eating up the map. Is that how it is? :smile32:
In practice, however, there are far more levers of influence. A good player will have several heroes with control and can easily outpace a fast Logistics player in terms of strategic map consumption.
Answer: again no.
3. Stronger players vote for the Mage Guild rebuild. But look at the average time when these stronger players' games end. Yes, perhaps it's an indicator of skill to drag out games and win in the late game even with a weak start. But in reality, we're not leaving any alternatives for play.
Answer: no
4. Well, expect tournament rounds to be dragged out across all tournaments due to late save deadlines, a-la 2xx and 3xx, because they didn't manage to finish in time.