Ideas for the design of a Heroes IV map

Observations

Problems to solve

Optimal play not being fun

I don't like it when some decision in a game is obviously optimal but annoying to take. HOMMIV example: it's annoying to caravan creatures from dwellings every day, which you almost always should do because opponents could capture the dwelling at any time.

Another example: the "enemy turns to flee at your approach" dialog.

Some of these issues can be fixed.

Game imbalances

Concepts and forces

Ideas

Research questions