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Suggestions:
I. Add a hero with the personal skill "MORNING WARRIOR," meaning that when attacking an enemy in the early stages, he receives a bonus (+ to attack or damage, etc.). You could also add fatigue in the evening (- to attack or damage, etc.). Similarly, "MORNING WIZARD." (If the bonus is given in the later stages of the hero's turn, it will be an exploit, as you can circle around the enemy and only then (in the later stages) attack). As the level increases, add a certain percentage and "morning steps" (or reduce the bonus for each subsequent step).
II. Similarly, "WEEKEND ENTHUSIAST" (bonus on days 6 and 7).
III. Add gates to the upper level in some Castles (if the Castle is underground, then to the upper level; if there is land or water there, allow the construction of a shipyard in the Castle, even if there is no water at the Castle level). Similarly, add gates to the lower level. Charge the player a lot of money for such a Gate (like for a Castle gate). The hero can exit through this gate, but cannot re-enter. Add a building to some Castles - an upgrade to the gate, which allows friendly heroes to enter the Castle from another level.
Thank you.
Idea for balancing the turn order of enemy units with the same move length. (It is designed so that there will be the same unit with the same number of soldiers in enemy armies, or two identical units in one army).
1. The unit with the naturally longer move length goes first (i.e., as if without a hero). The influence of the terrain on which the battle takes place is taken into account (i.e., the bonus for fighting in the desert is not removed from nomads).
If, after point 1, the move length of the units is still the same, then:
2. Units move in descending order: a) teleporting -> b) flying -> c) walking.
If, after point 2, the units have the same movement method, then:
3. Units of higher rank move.
If, after point 3, the ranks of the units are the same, then:
4. The unit with the fewest soldiers moves (there are fewer of them, which means less time to change formation).
If, after point 4, the number of units is the same, then:
5. The unit of the most experienced hero moves.
If, after point 5, the heroes have the same experience, then:
6. The unit of the attacking hero moves. And in one army, the unit that is closer to its hero moves first (it will hear the hero's command first).
For the entire army, there are two ways to calculate:
A. For all units, as described above.
B. For the first unit, as described above, and then alternate for different sides. (The fastest unit moves -> The fastest enemy unit -> The slower friendly unit -> The slower enemy unit).
For this method, hypnosis and similar spells (including blindness) do not change the turn order.