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Posts from Which race would you add to Heroes?Auto-translated
The Dungeon is the castle of the Warlock. Their core unit could be Minotaurs or Troglodytes. Or, we could do something new and make black mages the core unit of the Warlock faction. Black mages are not Necromancers, but they are also not ordinary mages.
That's also possible. It's just that the concept of a "core" race feels a bit unusual. What would be the "core" race for the Barbarians in the first or second game? Orcs? Trolls? Humans? Wolves? Having a "core" race isn't really a necessity. You could create a Warlock castle with black mages at its head and their mercenaries, like thieves, minotaurs, and others.
In my opinion, this isn't a good idea with the core race bonus. In Heroes of Might and Magic V, the bonus simply falls apart with any slight change, which is why the Nival Interactive team came up with the core bonus. In the original Heroes games, there wasn't such a complicated system. And, in my opinion, the Outcast race could be perfectly acceptable without a core race bonus. The core bonus should be a unifying idea, as in all the previous installments.
The problem is that there are too many exceptions to this rule: mages, necromancers. This already accounts for a third of all factions. A state will be much stronger if it is united by a common idea, rather than racial similarity. Therefore, I propose a faction united by a common idea, a common destiny. This is the faction of the outcasts, which I have already written about before. Or the faction from Altai, which I wrote about in "new ideas."
Mages are humans, and most of their creations are made by them for war and various tasks (gremlins, golems, gargoyles, colossi with titans), while others are summoned with magic (djinns and rakshasas) and controlled through magic! The same goes for the undead – they are the creations of necromancers and blindly follow their orders!
So, it turns out that they don't really have a core race in the traditional sense. And this doesn't cause any inconvenience or imbalance. In Heroes of Might and Magic III and IV, no one even thought about such complexities; everything looked appropriate, and everyone liked it. And there, the unification was based on the principle of shared ideas and destiny.
These aren't just leaders; they're the guiding figures. Even outcasts can have their own leaders and organizers. I'm against conventions and limitations if they don't contribute to the core essence.
Stupidity cannot be a core element. In fact, if mages suddenly start using intelligent mercenaries instead of clumsy mechanisms, supporting them with magic, they won't cease to be mages. And if living Death Knights appear in the Necropolis army, they will still fit into the overall concept of the faction.