First game is done. Won easily - not surprising on Hard with a strong early game.
The Myrran wizard had Pestilence - I suspect from a tower - if I this was a higher difficulty game I might have lost to that by itself, but they had no chance to stop my Efreets using their uncommon spells, and had far too few cities to matter. Game ended extra early, in 1413.
Here is the video : https://www.youtube.com/watch?v=7a4mrpXm...e=youtu.be
Something probably has to be done with the unreasonable efficiency of heroes in the early game - no idea what though, if they are weaker, they can't survive until they become relevant. Also, even if they had lower starting armor, tactician, holy armor, etc are still there to raise it. It's not just the melee heroes either - a ranged or caster hero can deal plenty of damage and then. I might be overestimating Hard difficulty though, I suppose it's easy to beat it with anything anyway - and I don't think this hero problem exists on extreme/impossible where the AI can afford casting multiple fire bolts per battle and/or research good antihero spells faster.
One thing that worries me though - with the free sawmill, the player doesn't need to spend their gold on it, allowing them to hire a hero a dozen turns earlier which might be a problem.
Maybe "no heroes for hire before turn X" could be a good addition? I think there is an earliest turn for mercenaries too, for a similar reason.
The Myrran wizard had Pestilence - I suspect from a tower - if I this was a higher difficulty game I might have lost to that by itself, but they had no chance to stop my Efreets using their uncommon spells, and had far too few cities to matter. Game ended extra early, in 1413.
Here is the video : https://www.youtube.com/watch?v=7a4mrpXm...e=youtu.be
Something probably has to be done with the unreasonable efficiency of heroes in the early game - no idea what though, if they are weaker, they can't survive until they become relevant. Also, even if they had lower starting armor, tactician, holy armor, etc are still there to raise it. It's not just the melee heroes either - a ranged or caster hero can deal plenty of damage and then. I might be overestimating Hard difficulty though, I suppose it's easy to beat it with anything anyway - and I don't think this hero problem exists on extreme/impossible where the AI can afford casting multiple fire bolts per battle and/or research good antihero spells faster.
One thing that worries me though - with the free sawmill, the player doesn't need to spend their gold on it, allowing them to hire a hero a dozen turns earlier which might be a problem.
Maybe "no heroes for hire before turn X" could be a good addition? I think there is an earliest turn for mercenaries too, for a similar reason.