A) 6-8 dragons (utopias, top-tier locations), approximately 5% of locations
B) 3-4 dragons (relics, top-tier dwellings, cities, medium-tier locations), 15% of locations
C) 1.5-2 dragons (major locations, mid-level dwellings, villages, weak locations), 25% of locations
D) 75-100% of a dragon (minor locations, low-level dwellings, gold mines), 35% of locations
E) 35-50% of a dragon (chests, passages, portals, mines), 20% of locations
F) resources, gold - free for the taking
There is no concept of a GO (Guardians' Outpost) like 100+ liches (any passage can be easily cleared, no artificial game delays).
Hero roles:
1) Powerhouses (equivalent to approximately 5 dragons and above): capturing key locations, killing enemy combatants
2) Combatants (approximately 2-3 dragons): clearing passages, killing scouts
3) Scouts (approximately 50% of a dragon, starting army): reconnaissance, exploring zones, gathering free resources, transportation, sabotage, blocking powerhouses
Scouts need troops to clear passages and counter enemy scouts. A classic "roach" (scout with 1 peasant) will not be able to perform the main function of a scout - exploring zones, which will seriously limit reconnaissance capabilities.
Difference from the original: starting troops are many times stronger, and guardians are weaker, thus scouts are able to independently clear minor guardians and passages without purchasing additional troops.
Experience for killed units will be proportional to their total health, with a coefficient of x5, which is approximately three times higher than in the original (compensation for weak guardians).
Changes in turn mechanics (compared to the previous version):
1) A hero spends 100% of their turn on a battle conducted manually (previously 50%)
2) A hero spends 50% of their turn on a battle conducted with auto-combat (previously 25%)
3) If 2 enemy heroes are encountered, and the attacking side's troops are 5+ times stronger, then auto-combat is initiated
Expected turn time control - 3 minutes (previously 5). A battle conducted manually is played at the end of the turn (additional time). As a rule, only 1 battle is played manually per day (the most important one), the rest are on auto-combat. This significantly speeds up the game.
For comparison: turn time control in TE is 8-10 minutes.
It is also planned to strengthen fortifications during sieges. Since it is very problematic (and unlikely) to strengthen towers, bonuses can be given to the defenders:
1) +3 to attack and defense if it's a fort
2) +6 to attack and defense if it's a stronghold
3) +9 to attack and defense if it's a castle
The bonuses are calculated in such a way that a castle can withstand a siege by an opponent that is twice as strong. Perhaps the bonuses will be higher (and unlikely to be lower).
Added after 6 hours 28 minutes
The idea of unique starting armies for each hero (in terms of quality composition) will also be implemented. Using class differences: for example, starting troops for Knights are basic, for Paladins - upgraded, and for Templars - alternate. This will make it impossible for starting troops of different classes to merge when combined, until the corresponding upgraded dwellings are built for further upgrading.