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Or, conversely, they become even stronger. You can also change the appearance and abilities of troops when, for example, upgrading a town (town hall - city council - magistrate - capitol, or something like that, I don't remember the exact order).
А, вот почему.

??+⛓️♿=?
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I disagree with the idea of restructuring cities. We can leave it as is, but extend the time it takes depending on the level of development. For example, a city that hasn't been built up at all can be restructured immediately, while a fully developed city takes 2-3 weeks.
Маласса ждёт...
Маласса знает...
Маласса за всеми наблюдает...
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If a complete overhaul of city development is implemented, it should be done in such a way that, in many cases, it becomes less advantageous than hiring troops in another city and using them for exploration. Otherwise, strategic diversity is lost.
 

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As Menti correctly pointed out, in previous installments, I enjoyed recruiting troops from two castles of my choice, tailoring them to my preferred tactics (or boosting morale and recruiting as many as possible), and then assigning the remaining troops to secondary heroes to defend passages. However, in this game, that strategy doesn't seem as effective.
On the other hand, the price for racial uniqueness is that recruiting creatures from other factions is often simply inefficient and inconvenient.
А, вот почему.

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The main thing is the storyline. At a minimum, it determines the factions and some other ideology-related aspects. For example, if the events after the Dark Messiah are described, then, for instance, the Dungeon faction will likely no longer feature faceless creatures. If they continue to delve into the past, I think they will show humans, most likely as followers of Ilath.

As for my personal wishes, I would like to see all nine main factions appear in one project. I love the old universe, but recently I have also developed a positive attitude towards Ashan, since it is this game world that contains the Sanctuary, which is perfectly suited to my taste. And the sixth installment has also done its job: the campaign is very interesting in places.
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Ment
If you're going to completely revamp the cities, it should be done in a way that, in many cases, it's not advantageous, and it's more beneficial to hire troops in another city and use them for roaming. Otherwise, strategic diversity is lost.

Exactly, exactly, exactly! There needs to be a choice, and not just... :smile13:
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Ment
It doesn't really matter, those are just minor details that don't significantly affect the gameplay. I think it would be more logical to equip the hero with them when they enter a town, and the stronger the town, the more of these creatures there would be.
Honestly, I don't like the idea of a hero that can be killed. You can just keep attacking the hero and win.
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Let's put it this way, in Total War, this approach worked in many cases, although there were exceptions. But was it the same in the fourth installment of Heroes? Regardless, implementing the idea in the right direction shouldn't be overly complicated: just balance the hero's guard properly. Plus, balance the negative effects that the fallen hero's army will receive (or eliminate them altogether, and let them fight as they always have). Plus, the enemy also has a brain and should at least minimally prevent you from using this tactic and take advantage of any opportunities that arise. That's the gist of it.
 

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I might write something nonsensical or absurd right now, but I would create a city (something like the Tyranids from Dawn of War, you know, the mutated spiders and insects – if anyone hasn't played Dawn of War). The main feature of this city would be that the units would NOT use gold at all, but would be recruited using something like dark energy from Heroes of Might and Magic V. Yeah. Of course, from a design perspective, this is still a bit of a mess, but there are also some positives.
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Why has everyone abandoned this topic? In my opinion, it's still relevant.
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I would like Erathia. Ashan is enough.
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I would like to see two versions of the game: one that is like any even-numbered installment, and another that is a successful compilation of ideas from previous games. I think that this approach could satisfy a larger group of people, but that will definitely not happen.
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This is how I would like to see the seventh installment of the series.

Let's start with the factions. As mentioned before, the more, the better. Ideally, it would be something like this: Humans, Inferno, Necropolis, Magic, Elves, Orcs, Naga, Dungeon, Dwarves. You could also add something like elementals. They could be called Lords of the Elements or something similar.
Remove dynasties and dynastic weapons. IMO, heroes don't need that. Bring back the Mage Guild, because the system of 1 level - 1 spell is not very appealing. Add unique features for each faction. For example: For Elves (or any other faction), make a third upgrade for creatures of level 2 or 3. In the Mage Guild, let there be more spells, and so on.
Take the skills from the sixth game. You choose what you need, instead of selecting from what is offered.
A unique model for each hero, and specializations look good. If there is a random map generator, you could create a hero editor. Choose gender, model, class, and even skin color.
The heroes themselves should not participate in battles; they should just sit on their horse and cast spells and use special attacks once per turn.
You could experiment with special machines and come up with new ones. Walls and gates should only be destroyed by catapults.
The castles in the sixth game were generally good. 3D castles are not very good. They are difficult to click on. Of course, there are duplicate buttons, but I like to click on each building individually.
The number of creatures per faction should be the usual seven + upgraded ones. The unit windows with the "biography" from the sixth game should remain. And there should be more neutral creatures. Create external dwellings for all of them. You can keep the city rebuilding feature, because some people use it, and some don't. Forts are a useless idea. Squads without a hero can also be introduced based on the principle of city rebuilding. Bring back the old resources.
Approximate faction composition:
Humans: Various guards, spearmen, archers/crossbowmen, griffins, monks/vestals (I like the latter more), riders, and of course, angels.
Inferno: Imps, Cerberuses, Succubi, Devils, and something else.
Necropolis: Skeletons, Vampires, Ghosts, Lamassu, Black Riders, Liches.
Magic: Gargoyles, Titans, Rakshasas, Golems, Djinns, and just mages.
Elves: Dryads, Ents, Unicorns, Pegasuses, Elf Archers, Green Dragons.
Orcs: Centaurs, Furies, Orc Shamans, Cyclops, Goblins.
Naga: The same as in the sixth game.
Dungeon: Assassins, Manticores, Beholders, Minotaurs.
Dwarves: The set from the fifth game.

P.S. In general, the sixth game still needs to be developed and improved ;)
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Drakkosha, +.
Nothing more to add. :) You can read minds.
Главное- это мир во всем мире.

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