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The following options are being considered:
- Grants any bonus to the defending army's stats (attack, defense, knowledge, magic, initiative, speed, hit points, leadership, luck);
- Instantly restores mana to a hero who has entered the city;
- Increases the castle's vision range by +50;
- Adds a crystal resource gain of +5 per week;
- Increases the gain of not only priests but also other units;
- Grants a small amount of hero experience on the map or to a hero stationed in the garrison, possibly with a recurring effect;
- Allows instant travel between cities, like a portal;
- Increases the resource gain from captured mines or reduces the cost of upgrading them;
- Allows learning a random spell, based on the mastered lords in the schools of magic;
- Allows recruiting a random, non-native army at the beginning of the week;
- Slows down the turn of enemy heroes who are near the city;
- Increases the mana or movement point gain for native heroes near the city;
- Grants a bonus army to the defending hero;
- Reduces the speed and morale of the besieging army by 1.
Added 14 minutes later
In addition, the game has "appendix buildings," such as the sacrificial pits of the Shadow League and Inferno. In the AG mod, for example, the following bonuses have been added:
- Inferno: +666 experience to heroes who are in the castle at the beginning of the day;
- Shadow League: Partially restores mana to heroes who are near cities where the pit has been built (instant gain is also possible when something is built).
The idea of a resource warehouse (a new building that stores the player's resources) is that it can be built in other cities, allowing resources to be moved or distributed. It has a limit or not. When a city is captured, the resources are given to the capturer. If there is a limit, it is reset at the beginning of the day.