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Well, you need to build the corresponding unit structures first. That's understandable. And appoint a hero as the governor of the city. However, in my experience, the hero skills that affect creature growth don't seem to work, even when these conditions are met. Probably a bug.
A skill wheel similar to the one in the 5th installment, but no longer hidden and upgraded. I liked it.
After playing for a bit, I noticed that the skills in the wheel are not equally balanced. The idea was to create many cool things, such as unique (though often similar) wheels for different heroes of the same Faction. And this was supposed to create a certain amount of variety. However, after trying different options, I can say that I feel that there is not enough variety. I think that if everything is radically rebalanced, the situation will change.
Expansion in terms of city buildings. Here, everything looks quite harmonious, unlike the 6th installment, where, apart from unit dwellings, there are only town halls and citadels, and that damn cheesy portal.
I agree, the buildings seem to be well done. However, there are still some drawbacks. I don't know about the other Factions, but the Orcs have a separate branch of support buildings, which ultimately turn out to be secondary (the main thing is unit dwellings, money, the guild of mages, sometimes fortifications, but these support buildings are only built when there is really nothing else to do).
A return to the canonical guild of mages from the 3rd installment with a spell system like "air-fire-earth". In my opinion, this is the best option.
Well, this was also the case in the 6th installment...
I liked that you can choose a specialization in the guild, which is quite cool. Although I can't say that it works perfectly; it seems that the guild may still not provide spells in the chosen specialization at some level...
The idea of having two types of alternative legendary units is good. But it is spoiled by the fact that these legendary units are not only within the same Faction, but in general, they are clones of each other. Only some have cool abilities that others don't have, but the stats and other mechanics are almost identical. As a result, you look at the Orc city and think - should I build Ogres or Cyclops? Well, the first ones hit harder... And the second ones hit multiple targets... The first ones have an upgrade that increases their jump range... And the second ones shoot... But these are minor changes; the unit mechanics are practically the same! The cost of the buildings is also almost the same (a certain number of crystals). What is the point of such a choice?
In general, perhaps the variety is a weak point of the 7th installment. There are many cool things, but somehow... It's not fully realized. However, these are my first impressions, so we'll see. In any case, it's better than the 6th installment