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1) At the start, in addition to standard buildings (like the tavern), the hero has all creature dwellings already built in their main town. All dwellings, from t1 to t7.
If it's Rampart, then Green Dragons and unicorns are available right off the bat; if it's Dungeon, Red Dragons and manticores are already there, and so on. I think the point is clear!
At the same time: - All creature dwellings are non-upgraded. The player must perform the upgrades themselves. - There are no other additional buildings in the castle (except for all creature dwellings) (only standard ones); no citadels / castles, economy, etc.—the player, as usual, must build these independently.
2) Increase monster strength and guard size.
That's it, those are all the differences.
The reasoning is as follows: players play different Factions, but as a rule, they almost never build high-tier units and almost never play with them.
For example, I watch Heroes streams almost every day, but for at least 3 months now, I haven't seen a player have Black Dragons, Gold Dragons, or other high-tier units in their army. The "meat" from the native faction is usually no higher than t5; the main army comes from map objects.
Such changes will clearly diversify the gameplay on Jebus Cross:
1) Different tactics and tactical diversity. This kind of Jebus Cross will be played completely differently. Who to hire first? Do an upgrade or a buy-out at the start, who to buy? Go for Mage Guild, upgrades, growth, economy, or something in between? Moreover, from faction to faction, the gameplay on Jebus Cross will change very significantly.
2) Unlocking the faction's potential. Now all the capabilities of the faction will actually affect the game, not just its low-tier units.
3) More interesting battles. Because the army won't consist only of low-tier units.
4) Tempo play for any of the factions. etc.
Something like that. What do you think, is this a good idea?