Faction Laws

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Faction Laws — a new strategic system for the series, similar to technology trees but integrated into the Heroes formula. It is intended to provide each faction with several development paths, strengthening different creature tiers, economy, heroes, and playstyles. Source: Devlog #14.

Law points and Seals

When heroes fight guards on the map, they receive not only experience but also Law points. Upon accumulating enough points, the player receives a Seal, similar to increasing a skill level. A Seal can be spent on adopting a law or saved, as some laws require multiple Seals.

Tier Progression

Laws are divided into tiers. To unlock the next tier, a sufficient number of Seals must be spent. Later tiers provide stronger bonuses, and within an available tier, the player chooses between several laws.

Sources of Law points

  • By default, Law points are earned at the same rate as experience.
  • Sub-skills and laws can increase the amount of points received.
  • Capturing external dwellings on the map grants Law points, allowing secondary heroes to consistently provide Seals.
  • Town halls generate a fixed amount of Law points each turn depending on the upgrade level.

Examples of Laws by Factions

  • Temple: immunity to negative effects when fighting in Grasslands; another law allows Temple Heroes to learn any spell of any tier.
  • Grove: expansion of the Focus Charge limit; reduction of creature ability costs in Focus Charges; a law that prevents enemy heroes from retreating or surrendering in battle.
  • Necropolis: ignoring morale penalties for mixing creatures of different factions; the ability for Necropolis heroes to always fight on native terrain.
  • Dungeon: enhanced town growth and ideal market rates; an alternative offensive path increases the spell levels of Dungeon heroes by 1.
  • Hive: aggressive expansion, hiring upgraded creatures from dwellings, large bonuses on territories outside the player's control, as well as a law that allows seeing more information about enemy heroes and towns.
  • Schism: stripping tools from enemies by draining mana and additional combat utility through summoning creatures via spells or friendly creature abilities.

Purpose of the System

Laws are meant to maintain the strength of the starting faction throughout the game, even if the player captures towns of other factions. They also add a choice between military, magical, economic, and faction-unique development without making a faction too powerful from the start: accessing laws requires fighting guards and exploring the map.