Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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I decided to set the fort as built by default. Since this building is almost always necessary, but at the same time slows down the pace (typical development to a castle without a fort in the first week would take as much as 3 days of construction out of 7).
In villages (secondary towns), the fort is not built (but the tavern and tier-1 building are, as in the main town). This means that when capturing a village, we will have to invest in building a fort in order to be able to actively produce creatures (without a fort, only magical creatures and tier-1 can be built, which is already built).
For Humans, there are 4 options with militia and archers:
1) an arrow from militia to archers
2) an arrow from militia to archers, but without an arrow from the fort to archers
3) an arrow from militia to the fort
4) no arrows from militia
For the Dungeon, I'm still thinking about what to do with the growth rates of scouts and beasts:
1) do nothing
2) increase the growth rate of scouts from 5-15 to 6-18 (max 4500)
3) increase the growth rate of beasts from 4-12 to 5-15 (max 6000)
4) increase the growth rate of scouts and beasts
It is also questionable whether a requirement for the shipyard from the castle should be set, or whether the shipyard should be independent (then the shipyard would theoretically be available in any village without a fort, provided that the required town level is reached).
The training limit will be increased from 8 to 10 creatures per week (while training remains free).
The other day, I was wondering if it's necessary to build a Tier 1 dwelling in the main castle, as it slightly reduces the variety, but you decided to build a fort as well. In my opinion, a Town Hall + Tavern + Fort, or Tier 1, would be enough for a dynamic game. Tier 4 (buildings) is too much, in my opinion!
If a Fort is built in the main city, will it choose the basic color (upgrade)? I really like the idea of choosing the basic upgrade (color).
My answer: 4) increase the growth rate of Scouts and Beasts (I'm in favor of creatures with the same cost, such as Beasts and Swordsmen, or Archers and Scouts, having the same growth rate, plus or minus equal strength!).
My answer: Leave the Shipyard for last; for now, make it like the standard one.
Can't you make a limit on the amount of basic growth per week? Example: Militia - 8, Archers = 6, and so on. A limit on the number motivates training higher tiers.
I prefer when there is a limit like dark energy in Necromancy: the lower the tier, the more units you can "train."
As for the increases. Don't you strive to make all tiers, taking into account the increases, equal in strength?

1. Buildings like Tier 7 always need additional requirements because they are too powerful. Otherwise, with a sufficient amount of resources, players will always build Angels in the first week, which will negatively affect the variety of strategies.
2a. In the case of Knights, this is possible. But there is not a single effective early-game strategy with Knights on the Stronghold map, so the requirement for the Stronghold is not necessary and is a matter of taste. On the other hand, the Stronghold emphasizes the elite nature of the Knights: stables, which seem to be floating in the air, are available in any village even without a Stronghold; and stables that come from Swordsmen reduce the variety of already rare early-game strategies involving Knights.
3. This is a controversial issue: opinions are divided; for some, it is better to have Archers from Militia, for others - from the Stronghold.
If there is no other adequate way to ensure that Angels are not built before turn 5, then let it be.
If it's not necessary, it's better to remove the connection to the Stables, thereby slightly increasing the number of effective starting strategies with Knights. In secondary cities, the Stables will be built to support a mobility strategy on "their" territory, which gives a certain racial characteristic, as it was in the original game. On the other hand, building them requires raising the city level to 6, which forces you to spend resources and turns. I think it will be better without the connection; if something goes wrong, it can always be rolled back.


1) Skeletons = 100 x (15-90), max 9000 (with farms)
2) Zombies = 200 x (9-27), max 5400
3) Ghosts = 300 x (7-21), max 6300
4) Vampires = 1000 x (3-6), max 6000
5) Liches = 1500 x (3-6), max 9000
6) Reapers = 2000 x (2-4), max 8000
7) Necrodrakes = 3000 x (1-2), max 6000 (with farms)
Question: should the town hall be focused on zombies, or should the economic branch be standard, and zombies be independent?