
Орден Феникса – харизматический :) лидер
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Enchanted fairies are dangerous primarily because battles with them can drag on for so long that your opponent falls asleep.
What about upgraded harpies? (fighting them would take much longer since there are far fewer of them, but the damage is almost the same, except hardly anyone builds them on the first week). And what about shooters with an ammo cart against some golems and zombies? (You can kill an infinite number of them, the question is how long it takes). In general, the argument is unconvincing IMHO.

First day. Heroes are bought, fairies are upgraded. Naturally, all scout heroes are equipped with them.
A scout hero with an upgraded Level 1-2 fairy goes and sees many skeletons.
Enchanted fairies are dangerous primarily because battles with their help can drag on in real time, giving the opponent time to get bored. Their applications are also more diverse, not to mention the case when there is a spirit of despair.
2Alex_R
Well, what's actually wrong with some units and heroes returning to the game?
The same Alamar with Jeddite, they also need to level up Earth Magic so that units remain after battle when resurrecting.
I apologize, but I don't understand whether your post contains irony or not. Judging by
"with 141 one shovel per day", most likely yes.
Well, the fact that this is more applicable to the 2sm4d3 template, well, it is the most popular one.
What is the maximum number of heroes you can have? And how many harpies in the attic? ;) In principle, you can give every scout hero a harpy or an upgraded fairy (or a dog, for example), and walk each turn for several hours :D, but even if the player themselves has the patience for it, will anyone want to play with them a second time? ;)

You can't have too many dogs, especially upgraded ones, and they're not needed for Efreet, while fairies are available from the start, and it's more fun to walk the path with a fairy, plus she's a single-unit creature, which is also a factor. Plus, upgraded dogs are unrealistic for the first day, and you need to start expanding earlier. IMO, it's a correct ban, especially since noobs with a speed of 9, which is practically FREE (!!!!!!), have an advantage and, on top of that, a not-weak castle.
Allow upgrading of dwellings after building a resource depot.
Allow digging for the Grail. Without visiting all obelisks and restrictions. Or at least starting from level 141.
Allow playing with level 4 magic specialists, using their specialized spells, without building a guild for such heroes:
And regarding the bans, I'm increasingly thinking about logistics specialists...
Remove rest 116.
And when a monster of level 5-6-7 appears, it should be automatic, if it's archers or elves, then also automatic.
These are my suggestions.
7) From myself. Make Necropolis random, otherwise only Rampart works against it.

1. Allow upgrading fae after building...
2. Allow digging up the grail. Without visiting all obelisks and restrictions. Or at least from 141.
3. Allow playing with level 4 magic specialists
4. As for the bans, I've been thinking more and more about logistics specialists... Restrictions, for example, at level 10-12, or even a total ban...
5. Remove rest 116. (If desired, it drags games out terribly).
6. And if a monster week of level 5-6-7 drops - auto, and if it's archers or elves, then also auto.