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Swordsmen in the seventh installment are a tribute to similar units in Heroes 2, placed on the highest tier. In my personal opinion, as an exception, "minor" units can be given high tiers. Dark Elf witches, for example, are not ordinary citizens according to the lore, but rather matriarchs who essentially manage the clans. They can be portrayed at their level (especially since they are among the weakest at that level). Another question is how huge and impressive hydras with regeneration ended up on tier 5. I fully support moving them to tier 7. Monks are probably another case – specifically because of the training, as you described. It's hard to imagine that any man, even for money, could be turned into a hydra killer... And paladins violate logic for the same reason. In general, human training has always been lore-specific.
 

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Why not? Heavy cavalry could have been T6.
Provided that this is an exception to the general rule, and not when there are 14 of them per week...
 

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Ment
The Swordsmen in the seventh installment are a tribute to similar units in Heroes 2, placed at the highest tier.
But those Swordsmen, at least by name, hinted at magic (Paladins). And, in fact, they multiplied in large numbers and were closer to the previous tier than to dragons.
In my personal opinion, as an exception, "minor" units could be given higher tiers. For example, the Dark Elf Witches, purely from a lore perspective, are not ordinary citizens, but rather matriarchs who essentially manage the clans. They can be placed at their level (especially since they are among the weakest at that level).
Another question is how huge and quite impressive Hydras with regeneration ended up on tier 5. Here, I fully support moving them to tier 7.
In the absence of Hydras, it could be done, with some stretching and an increased growth rate (for example, up to 3). But a Hydra is definitely no less than half a dragon or a Wyvern.
AstralLein
Well, why not? Heavy cavalry could be Tier 6. The Death Knights are definitely like that.
Specifically, Death Knights can be tier 6. But regular human Knights are too simple for tier 6. In Warhammer, 1 dragon costs as much as dozens of knights, and here they are simply placed on neighboring tiers. And yet, a dragon eats horses for dinner, while here they took a large horse, put it in armor, put a man with a spear on it, and voila - a couple of these guys are already a threat to a dragon.
Ment
Also, monks are probably another case - precisely because of the training, as you described. It's hard to imagine that any man, even for money, could be turned into a Hydra killer... And Paladins violate logic for the same reason. In general, human training has always been specific in terms of lore.
Of course, they violate it - that's why Knights don't belong on tier 6. Although, again, with some stretching, if you weaken them and increase the growth rate from 2 to 4, they could be left there, but why, when there is such a magnificent monster as a Griffin for tier 6.
Moreover, if I'm not mistaken, a Griffin also enjoys eating horses, and if you add a knight to the mix, the very same one who was plowing the land yesterday...
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Nargott
Specifically, PCs can be Tier 6. And specifically, human Knights are too simplistic for Tier 6. In Warhammer, 1 dragon costs as much as dozens of Knights, but here they are simply placed on adjacent tiers. Considering that a dragon eats horses for dinner, and here they took a large horse, put it in armor, put a little man with a spear on it, and voila - a couple of these guys are already a threat to a dragon.
A large horse and a small dragon. Therefore, the problem is probably not with the Knights, but rather with the dragons, which were simply HUMILIATED in size in the fifth game. Even ten peasants with pitchforks can take down such a dragon. And their wives will gladly make dinner out of it in the evening.
In the second game, dragons (and their younger brothers) looked like real flying MONSTERS, and their roar was terrifying. It was clear that we were facing the KING of the heroes' bestiary. Although even there, it could have been made even better...
Nargott
Of course, they break the balance - that's why Knights don't belong on Tier 6. Although, again, with a stretch, if you weaken them and increase the growth rate from 2 to 4, you could leave them, but why - when there is such a magnificent monster as a Griffin for Tier 6.
Moreover, if I'm not mistaken, Griffins also enjoy eating horses, and if you add a Knight to the mix, the very same one who was plowing the land yesterday...
Yes, but I, for example, was still glad that in the fifth game, Griffins were given the respect they deserved, and they were placed at least on Tier 4, the growth rate of 5 is not so critical, unlike what we saw in the universally beloved third game, where with an additional building and a castle, there were 17 of them or so, and that no longer smelled of dragon scales, it is much more likely that they were in Erathia instead of ordinary fighting - DOGS, it just looked more beautiful and mythological. And even in the quite reasonable second game, they were still nobody. I think the point here is that the developers of Heroes imply that a Griffin is at most the size of a lion (well, about 70-80% of its body is a lion). With the head and wings of a very large eagle, so it is still very far from a dragon.
The idea of weakening the Knights and increasing their numbers is good, but then you would have to change all the other tiers in the same way.
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Stun = Stunning Blow
Armor Piercing Shot = Accurate Shot
Protection from Arrows = Large Shield
Cover = Protect Allies
Battle Fury = Cleave
Self-Defense = No Penalty in Melee Combat
"Blindness" = "Blinding"
"Righteous Might" = "Punishing Strike"
Immunity to Blindness = Immunity to Blinding
Frenzied Counterattack = Battle Frenzy
Healing = Lay on Hands
Immunity to Berserk = Ice Calm
Resurrection = Resurrect Allies
"Heavenly Wrath" = "Divine Retribution"
Справедливость - авторский глобальный мод

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I don't know why, but I finished balancing the creatures and compiled everything into a convenient table, similar to a manual with creature stats and ability descriptions.
https://docs.google.com/spreadsheets/d/1htKYhnOwI8YYxr1tHogj8vb4hRvXWBV9/edit?usp=drive_link&ouid=100077576838809221998&rtpof=true&sd=true
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In reply to Андраил
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Andrail
I don't know why, but I finished balancing the creatures and put everything into a convenient table, similar to a manual with creature stats and ability descriptions.
https://docs.google.com/spreadsheets...f=true&sd=true

Maybe you could then unfreeze the mod on the main page? Otherwise, it seems pointless.
In reply to Mооnst@r
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Mооnst@r

Maybe you could update the mod on the main page? Otherwise, it feels pointless.

I'm not sure yet if I'll be posting the mod myself; I need to sort out all the changes I made in the past. For example, the recoloring of the human units is completely lost, and I doubt I'll redo it.
But okay, I'll write that the mod is "in development" smile01
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City Building

Notable changes:
- Standardization of town hall construction and its upgrades
- Standardization of housing distribution for creatures based on city levels (except for Humans and Orcs)
- Early Mage Guild and late Blacksmith for Dark Elves and Mages (as in the original)
- Late Mage Guild for Humans
- Early Fortress for Humans and Orcs
- Castle construction through a special faction-specific building for Demons, Undead, and Orcs
- Expanded Fortress building and upgrade branch for Dwarves
- No requirements for building Tier 7 for all factions
- Late Tier 5 with increased growth for Humans and Orcs
- Early Tier 7 and late Tier 1+ for Undead
Справедливость - авторский глобальный мод

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In reply to fktifzobr@mail.ru
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fktifzobr@mail.ru
Well, it's a very FAIR build))) Personally, I enjoy indulging in nonsense in this regard.
Initially, this mod was intended as a small balance mod, mainly aimed at equalizing upgrades and alt-upgrades, which is why I named it that (quite pompously, I admit). Later, I moved away from that, and the mod became an author's project, an embodiment of my unusual ideas with some borrowings from other mods, but the name remained.

Someday, maybe, I'll explain all my thoughts about the changes, what inspired them, what ideas were behind them, etc.

P.S. At least, justice has prevailed for the blade dancers, and they now have a unique ability.
Справедливость - авторский глобальный мод

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Skill acquisition chances:


Differences from the original:
Paladin: Engineering -2%, Magic of Light +2%
Archdemon: Defense +2%, Leadership +3%, Logistics -7%, Engineering +5%, Sorcery -3%, Darkness +2%, Chaos -2%

Necromancer: Racial -5%, Attack +2%, Defense +5%, Leadership -2%, Logistics -6%, Luck +6%, Engineering +6%, Darkness -5%, Chaos -6%, Summoning +5%
Ranger: Attack +2%, Defense -2%, Logistics -7%, Education -2%, Sorcery +1%, Light +2%, Summoning +6%
Warlock: Attack -5%, Defense +6%, Engineering -6%, Education +2%, Darkness +8%, Summoning -5%
Wizard: Sorcery +5%, Light -2%, Chaos +2%, Summoning -5%
Rune Priest: Attack +7%, Logistics +6%, Engineering -13%, Education +2%, Light +2%, Chaos -2%, Summoning -2%
Barbarian: no changes

Interesting points:
- possible skill chance values: 2, 5, 8, 10, 15
- all factions have a 10% chance for a racial skill
- Necromancers cannot acquire Leadership
- Rangers have an easier time acquiring Summoning
- Warlocks have an easier time acquiring Defense and Darkness

There are no special ideas for the skill wheel, except perhaps removing useless skills and simplifying the path to the center perk (more useful skills and abilities on the way to it)

P.S. The creatures and skills table has been updated: link
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