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I actually find the matches play out more like the civilisation games or even RTS games like age of empires in the sense that you're expanding your kingdom and actually have the potential to specialise in specific units and builds. I find the army compositions pretty varied within factions so I can't personally say I miss the faction mixing. I appreciate how streamlined and focused everything is.
There's certainly a lot more ability to use different armies by default which helps, vs HoMM which would just be 'one stack of each unit type except one' without neutrals or different types. Although it's usually 'all the high level units you can find' with them.
I agree that you're specialized in general, which is also like HoMM where certain towns had certain magic specializations - finding neutral spells in HoMM would be more like finding some of the sources of other essence that can be around. Though there's a few other things - Essence Burst or Essence Leech can let you cast some specific off-town spells. And of course Attuned later on.
And it also feels like there's so much more complexity in the magic system with all the spells you have access to. I'm pretty new to this and just got to experience the absurdity of the Turtle magic squad you can get going in the Rana campaign where entire enemy armies don't get to attack before they die in the acid clouds coating the entire map (and if they get close you shove them back through the cloud). Blocking them with walls, immobilizing them for multiple turns, etc.
I take back the lack of as much magic damage scaling as a negative.
I haven't tried serious online play but it also looks like there are some faction/heroes imbalances with magic focused heroes being superior.
Maybe the only thing I'm not enjoying is that once you reach certain point of the game all is decided with one battle. If you win, you will stomp your enemies from there on, if you lose, you won't be able to recover as hard as you try.
Personally I kinda wish they didn't have the stack cap research so it was a bit more restrictive. Or research in general, I'm not sure having a non-creature resource sink adds to the experience - it encourages a single big stack and doing the research with spare money instead of working on a second army.
Obviously a better AI would be better, but all the HoMM games gave in and just gave them cheat bonuses on high difficulties in order to make them actually hard, and that'd be better than nothing.
But yea, we won't mind higher difficulties.
I like homm style more than myself but i would prefer a 4X heroes just because of AI. It s easier to code an AI for a 4X than for an heroes like game. And if you put aside the interface, and transform regions as hexagons, you get a 4X. I m a big fan of heroes but with a bit rational, you can t deny that 4X have more ambitious, from an AI consideration and from a multiplayer consideration. So my wishes are to see a SoC 2.0 with hex but i played SoC campaigns and it s cool.. Just wondering how good would have been a 4X version.
Just gonna think for a second if there are reasonable ways around this:
Snowballing - always kinda a thing in strategy games, being ahead makes it easier to get further ahead. Kinda tough to do much without making the game weird. Obviously not having a broken necromancy skill helps (looking at the ones that let you raise vampires)
No-loss combat: Hero's Hour has a thing for this, there's a building that has some portion of losses return to town after a few days. Something like this can help AI a bit since they're more likely to lose 30% of their army on neutrals - and if you're running around beating them all up with like, 5 minstrels and no losses it means they're at a huge disadvantage when your armies meet.
Single Decisive Battle: Honestly the above mechanic combined with good city defenses can help with that. Unfortunately Songs has some...poor city defenses IMO. You can't really even try to defend a city before a wall since they can just pillage the whole place, and late enough in the game for walls guard towers just don't feel like enough units. The combat map in towns is sometimes a bit of a bonus for defenders from archer high ground, but overall less strong than most HoMM games.
There is another mechanic that kinda resists this, but an annoying one - hero magic bombs where you drop in with minimal troops and spam damage spells and then repeat.
I guess they're a good reason to not make city defenses too strong.
Songs also resists decisive battle with unit stack size caps, though they're big enough that it generally feels hard to get a second army up if you lose a full army, unless you get to the very late game - and even then research to raise cap sizes makes it hard.
For sieges, maybe a time limit for a siege to happen, but i dunno how that would play with the game balancing