Why create an overly complicated mechanic? If a city is razed, the original land tile values should be stored away somewhere so that they can be reused, i.e. "Fortunately, I keep my feathers numbered for just such an emergency ." Being able to destroy fertile land or create same seems like it could be messy and be highly abused. If you only keep it within a certain spell mastery, or a combination, then you are forced to develop that type of champion just so that
fenwe
Yep, destroying the tiles isn't fun. I'd also like to see a better indicator of which city just got eaten by Monsters. If I have 3, that is is easy to see. If I have 10, not so much.
The shared mana pool is the natural balance to imbue. That and that you have to level the individual mage skill and mastery. Making the most use of the skills means hemorrhaging mana per battle. If you create the strategy from the start of the game, then mid- to late game you might have a ton of spare mana, but once the AI starts using magic and resistances, it won't be the cake walk it is now, and even though the AI doesn't use it, you still need to be aware of mana usage..
Leave the horses a lone. If you don't like them, then don't use them. It is a single player game. You need to tech up to use them. You need a horse resource if you want mounted troops. You have to buy individual horses for champs. This is one of those things that makes no sense to me.
So are you folks playing on dense monsters with heroes that have bonus XP attributes?
I actually like the current leveling pacing.