ThunderTitan wrote:Towns give extra units and heroes are good for running around to flag mines outside your area of control...
But those aren't new reasons...
I mean - one town alignment. In previous games you could actually consider developing a second hero to use the different set of creatures from captured town. You could choose to develop magic guild in your own town instead, or put your money into your main hero, buy him an artifact or extra level. Now THE ONLY sensible strategy is to convert towns and increase your army. One army requires one hero. That's just it.
Different towns in previous games had different strategic importance. This town stacks troops with my main army, this town - with my secondary, this town has a best magic guilds, and this town just gives extra income. The same goes about your opponent towns. Some towns are valued differently by different players. It creates a whole new layer of strategy. Now every town is just the same. To both parties.
I'm not counting those errand boys. Hero is different from a creature in one significant way - he can develop his skills. Unlike creature, he "evolves". Errand boys do not, so they are just upgraded creatures who can take mines and do not require daddy's permit to leave the town.