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Heroes 5.5 WarGame Edition - Tactical Edition.

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Well, I didn't take many things into account in the calculations, including factors that work in the opposite direction; I specifically mentioned this.
Regarding reducing the time by one and a half times – okay, I admit, I didn't consider this concept, but I should have. But even so, 5% seems like an imbalance (see the sixth week; if this is a long time, then I don't know. And in the sixth week, the increase is twice as high as normal!).
I must say that I also don't understand this strange desire to build a city to the end just for the sake of building it, and I especially don't understand the urge to set the goal of leveling up a hero to a super ability or level 40... forgetting that the main goal is to win the war, not to have an uber-hero with an uber-army, but still, you are calculating for a very fast game – two months is just right.
Exactly, that's what I'm saying.
Develop other cities? Sure, but they were already captured in the first week.
In the first week, it's not always even possible to leave the starting zone. Not because of the movement range, but because of the guards; the neutrals can be strong.
I'm calculating to provide gameplay that will allow these "2 months" to be completed in 2-3 weeks. Having the same number of important battles, exploring the same amount of the map, and leveling up a hero to the same strength (here, even a level 15 hero will be stronger than a level 25 hero in the original).
Okay, I understand the idea. Although this means that the map generation will also have to be done accordingly. A huge random map with strong neutrals will simply ruin this concept, regardless of how quickly players want to play.
And yet, okay, let's assume that with such short timeframes, a 10% troop increase per week doesn't work. But what's the problem with giving a bonus to the city's growth? What's lost by doing that?
 

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