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The "classic gameplay" element of accumulating gold is not completely eliminated; units don't disappear every day, only once a week. During the week, you can keep troops in reserve, which is a significant amount of time considering the overall game length of 2-3 weeks.
Also, this serves as a balancing factor because it's known that it's most advantageous to build dwellings at the end of the week, allowing you to quickly gain a double increase (today and tomorrow). However, this tactic is complicated by the fact that the lifespan of reserve units is reduced, meaning you need to have quick access to funds to buy them back at the end of the week.
Furthermore, I hope that this periodic reduction in accumulated resources will encourage players to be more actively harassing the economy, especially towards the end of the week (diverting the army from attacking, intercepting gold mines, and money-generating cities). The goal is to sharply reduce the opponent's income, which they were counting on by building production structures, and thus naturally weaken their army. Losing 1,000 gold through regular harassment is one thing, but losing unredeemed troops worth that amount is quite another; the difference is significant.
For now, I don't see any reason to keep the accumulation mechanic, as it leads to less exciting and more passive gameplay, and also eliminates excellent opportunities for harassing the opponent's economy, thereby weakening the player's options to actively influence the opponent before the decisive battle. Moreover, the very possibility of accumulation leads to an overproduction with the intention of buying troops sometime later, in particular, unexpectedly buying a large number of troops in a city that is under attack, which in itself strengthens defensive capabilities and weakens more aggressive (active, exciting) tactics.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат