First of all, this game captures the vibe of the original perfectly. It really feels like HoMM. The exploration, city building, hero development (deck building) and the chess-like battle system are all here and are great. The map is full of interactive elements. Almost all hexes have various objects - mines, marketplaces, observatories, stables
Wall of knowledge: +1 knowledge per hero (good, esp. for defending heroes. Strategy In your first week, ore will be crucial, if you want high dwellings. Wood can wait into second week for City Hall action. Try to use upgraded troops (esp. gremlins). Forces combination: If your starting heroes have brought many gremlins, upgrade them ASAP.
It gives advice on in which order to build structures, monster strengths and some very useful tactics too. The monster part isn't very in-depth and is useful for all players no matter what the level. Again, note that it focuses on playing with zero money and resources in the beginning, so you might concentrate a bit less on your income and a
Centaur stables as 1stlevel dwelling assumed present. If it's not present, we use the reserve slot to shift the schedule. Usually the reserve would be used for Dwarf cottage, but as dwarves aren't a crucial unit in offensive strategies, you might want to go for something else (i.e. a mage guild, if your main hero is a ranger and you want him to get a spell book fast.)
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heroes of might and magic 3 build order