Most often, you have to start with a city that has the first level of development, so let's consider a few example construction schemes when playing on "Veteran" difficulty. On the first day, a Tavern is built, and another Necromancer hero and a third hero are purchased, most often one that is not related to Necropolis, but we need its troops (sometimes it happens that both native heroes are there – but we will consider it in the same context as in the case with the third non-native hero, since their functions are still the same) and, in addition, it scouts and gathers resources. We redistribute the troops so that one goes to capture the sawmill with all available zombies, and the second goes to the mine with skeletons. On the second or third day, we build a Graveyard and a Cemetery, after which we upgrade the skeletons to warriors (or archers), with which we can already try to attack stronger neutrals. The primary goal for capturing in the first week is the outer dwellings, so it is desirable to successfully complete this task. On the 4th and 5th days, we build a Mage Guild 1st level and a Crypt. On Saturday, a Town Hall is added to our buildings, and on Sunday – a Bone Pillar, since next week it will add 150 Dark Energy to our reserves. In the second week, there may be some divergence: we must decide what to strive for next – either have a Capitol at the beginning of the third week and, thereby, solve financial problems, or a Castle. Much depends on the map here – if there are many chests, gold, campfires, artifacts that are not useful to us, then the issue is unequivocally resolved in favor of increasing creature growth, and then we build a Fort, a Ruined Tower, a Vampire Lair, a Necropolis, a Stronghold, and a Castle, but we don't have enough time to build a Abandoned Castle. And if we are confident in our financial capabilities, then on the sixth day of the first week, instead of the Town Hall, we build a Fort, and then in the second week, on Saturday, we build a Temple of the Underworld and on Sunday – an Abandoned Castle. It should be noted that, in addition to the financial trap, the player is also faced with a resource trap – all these dwellings require a large amount of wood and, especially, ore. Of course, sulfur and mercury are also needed, but by capturing the corresponding resource-producing enterprises as early as possible, this problem is partially solved, but it is possible not to calculate your capabilities with simple stones and wood. To facilitate calculations, keep the following in mind: to build according to the above scheme (Castle + dwellings of levels 1-6 with a temporary refusal from the Town Hall), we will need 65 units of wood, 80 units of ore, 20 units of mercury, 12 units of sulfur, and 2 units of crystals and gems, as well as 30,000 gold coins. Let's subtract this from the resources we have at the start and what we will receive in 13 game days (46 units of wood and ore and 26,000 gold). Let's also take into account the purchase of two heroes and the upgrade of skeletons (another approximately 5,000 gold). As a result, we need to get 9,000 gold, 19 units of wood, 34 units of ore, 10 units of mercury, and 2 units of sulfur. And this is without taking into account the possible purchase of troops and a new hero at the beginning of the second week. To cover such a huge resource deficit, you need to clearly understand the possibilities of the map – on some maps, you will not be able to collect this amount of resources in three weeks. Therefore, another development scheme for the capital is also popular – building only one high-level dwelling (vampires or liches or undead). Then there is money left for buying creatures and for further construction. There is also a traditional scheme – first, buildings that generate cash flow are built: Town Hall, Magistrate, and Capitol, but the return on investment in them does not come immediately, and if decisive battles are expected in the relatively early stages, then this scheme is a sure path to defeat. I cannot fail to mention another rather risky scheme in strategic terms – building a Mage Guild 5th level in the second week. Of course, this is done when the hero quickly gains skillful skills in Dark Magic, Summoning, and possibly Chaos. The calculation here is based on the blitzkrieg tactic with final battles in the third week, otherwise (if the game drags on), a violation of the normal construction cycle will definitely backfire. A very important question is also about the Dragon Cemetery. Here, there is an even stronger dependence on the map and its possibilities: for example, on "Master of Discussions," it makes a lot of sense to build this structure (together with the Dragon Tomb), since there, in addition to the second native castle, there is also an outer dwelling of level 7. But on "Grab and Run" (included in the set of standard maps), we have not encountered this structure in any game...
And so our journey into the economy of Necronomicon comes to an end, and the author sincerely hopes that the number of fans of the world, order, and eternal beauty will increase.
I would like to express my great gratitude to Alexei Levenets and Dmitry Dmitriev, better known in hero circles as King Arthas and Mdance – without their active participation, this article would hardly have seen the light of day.
Pictures

A rare sight – the northern lights! Necromancers, like warlocks, like to use the "trickster" tactic. However, against elves, this is an extremely dangerous undertaking – you can run into a "Cursed Enchanted Rainstorm," against which even "Battle to the Last" does not help.

A typical rusher on an autonomous campaign! We learn attack spells ("Ice Block" and "Ring of Cold"), using the starting bonus artifact "Belt of Elementals," in battles with neutrals in an area suitable for summoning water elementals.
From the cut context!
(The "Lord of Cold" + "Deadly Cold" combination is also quite popular – an almost mandatory choice against races that develop fast-firing ballistae, and even enhanced with "Fire Arrows." "Ring of Cold" or, at worst, "Ice Block" will quickly bury the hopes of the enemy to use their powerful weapon (and 5-7 of its levels will be spent almost in vain).)
Source: http://heroes.ag.ru
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