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Heroes 5.5 WarGame Edition - Tactical Edition.

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#336
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The Reaper/Cultist/Necromancer additionally gives enemy hero units a -1/-2/-3 morale penalty (does not affect neutrals).
Is the restriction that it doesn't affect neutrals a technical issue, or a balance issue?
Recruitment: The number of units in the hero's army increases by 5% at the beginning of each day (rounded down).
It's a bit strange. So, it's clear that units with a size of less than 20 won't accumulate at all with this scheme, but in general... Especially combined with other, not the weakest, leadership skills (for Retribution, you don't need to pump attack anymore, and morale has also been moved to leadership). I don't know, it's crazy. You pump recruitment, you pump charisma, you pump morale – and you become invincible.
I would make recruitment either 10% per week (or something like that), or, since you're playing with increments, make the increment increase (don't require the hero to be in the city, tie it to the city closest to the hero at the time the function is first called). Maybe change the order so that recruitment is a second-level skill, not a first-level skill (therefore, it wouldn't be combined with morale).
Enemy hero units receive a -1 initiative penalty (does not affect neutrals).
How do you manage to implement such things? I want to too...
 

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