Heroes of Might and Magic III: Difference between revisions
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==Early Game & Town Management== | ==Early Game & Town Management== | ||
* Upgrading your Village/Town/City Hall into a Capitol should usually be your first priority for the income boost. Some exceptions exist though, for example | * Upgrading your Village/Town/City Hall into a Capitol should usually be your first priority for the income boost. Some exceptions exist though, for example Tower and Conflux benefit from upgrading their 1st level creature dwellings even as early as day 1 as the upgraded versions of those creatures (Master Gremlins and Sprites respectively) are far stronger and make early fights much easier. | ||
* | * Once you know what you're doing, aiming for certain higher-level creature dwellings to start producing them early can also be worth it. Stronghold for example can produce a Behemoth Lair very quickly provided you have the resources. | ||
* A handful of heroes start with a powerful high-level spell at level 1, such as Tower's | * Consider hiring a second hero from your town's Tavern on the first day. Not only can you add their starting troops to your main army, but you can use the secondary hero to pick up resources, transport troops, grab weekly creatures/resources and so forth while your main hero focuses on exploring and fighting enemies. Later having a chain of multiple heroes for troop transportation will likewise help reduce wasting time on your main army. | ||
* A handful of heroes start with a powerful high-level spell at level 1, such as Tower's Solmyr (Chain Lightning), Dungeon's Jeddite (Resurrection) and Necropolis' Aislinn (Meteor Shower). These can be advantageous all throughout the game. Some heroes also produce free gold or resources, making them useful secondary heroes even if they never fight a single battle. | |||
* Marketplaces offer terrible value at the beginning but the more of them you own, the better the deals you get. Exchanging less useful resources for valuable ones even at bad rates can be worthwhile though, especially for building high-level creature dwellings early. | * Marketplaces offer terrible value at the beginning but the more of them you own, the better the deals you get. Exchanging less useful resources for valuable ones even at bad rates can be worthwhile though, especially for building high-level creature dwellings early. | ||
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* Certain terrains also cause movement penalties, namely Rough (25%), Sand (50%), Snow (50%) and Swamp (75%). The Pathfinding skill reduces or eliminates these penalties. | * Certain terrains also cause movement penalties, namely Rough (25%), Sand (50%), Snow (50%) and Swamp (75%). The Pathfinding skill reduces or eliminates these penalties. | ||
* Each creature also has "native" terrain on which they suffer no movement penalties, and they even gain a minor bonus in battles taking place on that terrain. For example an army consisting | * Each creature also has "native" terrain on which they suffer no movement penalties, and they even gain a minor bonus in battles taking place on that terrain. For example an army consisting (solely) of creatures from the swamp-dwelling Fortress town can move on Swamp terrain without suffering the normal 75% penalty to movement point costs. | ||
==Combat== | ==Combat== |