Slightly off topic: Could you re-implement faction prestige with it's FE effects into LH? This thread made me think about that. edit: As in mod faction prestige back into the game, keeping all other LH mechanics the same.
NunyaBizniss
1. Yes 2. Yes 3. Not even close. Heroes start maybe slightly stronger, and become trivial. You need to powergame a bit to make a hero relevant later game. On the other hand it is from your heroes and sovereign that you gain the ability to cast the massively useful city enchants and the ability to wither or pillar of flame an army on the strategic map can make a hard fight trivial. That is worth something. So what if you hero gets killed in one sho
+1 If I had MPD I'd +2.
Nah... Staves need +initiative bonuses. If i'm making a mage I don't care what the weapon damage is. I only care about how often the hero gets initiative. That said, most hero's get daggers.
3. This please. the CIV games had many map types to pick from, pangaea, fractal, continents, etc.. Although since navies aren't really a thing in this game continents wouldn't work. 4. Armies starting so close together overpowers trog battleaxes (probably other stuff too). Just build stuff out of a lv3 fort with strikegarrison, equip charge, boom cleave everything dead before the other guys get a turn. Half the time you don't even
I sometimes do the main quest when I've "won" but can't be bothered to finish properly.
Quendar based factions are great since slaves are super cheap and don't cost maintenance. The slave militia unit frequently can be built in 1 turn. You can just spam huge groups of them and if they all die, so what? It took as much time to build a whole group as it would take to build 1 normal unit. Here's a decent build. If you think you know of anything better, i'd like to know. Enchanters, quick, master scouts, legacy of ser
Word difficulty is on hard. I'll probably world diff down and AI diff up. The monsters seem to be hurting the AI too much and annoying the piss out of me. The trolls I'm talking about wandered in from a wildland. I was protected by mountains mostly. There was a path through a narrow strip of swampland that they wandered in.
There needs to be more weaker monsters and less of the "deadly" groups. Monsters should be more likely wander around solo especially trolls, skaths, slags, ogres etc. It's outrageous and impossible to protect against such large groups. I typically settle carefully, I try avoid pushing my borders of monster lays as much as possible still some "deadly" groups of 5 or so trolls wander in from the wildlands. A little more care needs to be taken in generating maps. 
Right click on the faction you want to delete. You should get a prompt asking if you want to delete it.
I think you should have to build the towers in cities with 3 or more essence. Each city can only have 1 tower. The final tower must be built in a conclave. A VERY late tech unlocks a building similar to the scrying pool incase you don't have enough essence. The towers themselves should be spread over multiple techs with the final one requiring pretty much every non-repeating tech to be completed. In addition the costs in terms of resources and mana should be