You actually missed quite a few: Castle - Brotherhood of Sword and Lighthouse Bastion - Fountain of Fortune Stronghold - Ballista yard (pretty much a second blacksmith, but hey, it's unique) Fortress - Glyphs of Fear Those are mostly irrelevant, but should be here nevertheless. Still a great video though
@@eroalduin7305 Shipyard is anywhere between S and D tier depending on the map, but in most cases with water they should be around high C tier. The only towns able to build it are Castle, Fortress, Necropolis, Cove and Conflux, so it is somewhat unique.
@@niewpisze7493 The Shipyard is one of the coolest buildings imo. They are super rare to come across and displace a different image in the town wether the ship is built or not. It also gives me vibes of Might and Magic 6 (not the heroes game), but it is not super useful
i wish i could hear town music when it is not my turn. same repetitive music all the time...and only being able to listen to town music while it is your turn kinda sux
If you have two inferno towns then you can buy castle gates and you never have to upgrade any of the dwellings from one of them. Considering an upgrade forsaken palace alone is 20,000 gold and two gates together are 20,000 it makes sense. This gold saving effect compounds with more inferno towns. Pretty niche and requires the gameplay to go beyond ~6 weeks but its very useful when you can use it.
I had a very fun game with Tower Gates over 3 Infernos, with AIs coming from various teleports trying to get at them, and my single hero jumping to protect them. But for me, with my house rules, it is not allowed to carry conquered castle troops outside of the area of that conquered castle.
@@heroesonline7046 Agreed. And on some maps (War of the Mighty, Reclamation), a teleport between two distant locations is a game winner. Or at least a game saver.
I can see inferno gates being very beneficial to gather armies from many towns without town portal. It can also potentially save you days, even weeks of travel time. Also building the gates you only really need to buy upgraded creature dwelling in one town.
Yeah, it's pretty situational, it needs at least two Inferno towns and larger map. But on XL maps and with more than 2 Infernos it can be absolutely awesome, allowing you travel swiftly, gather armies and to react very quickly to any potential siege. And as mentioned saving on improved structures alone can make up for 20000 + spend here. The biggest problem is that if you happen to get Town Portal in any town, and Earth Magic, the structure is kind of a waste, but it's more about TP being kinda broken, not a problem with Castle Gate.
I will be writing these notes as the video plays. 1. Catle gate CAN be tiered higher IF (this is a somewhat big "if" as you can see) (a) you have many Infernos and (b) you have way too few or not so good heroes. It can be used to gather troops from ALL Infernos in one turn AND defend eaqch and every one of them with ONE army, again, in one turn! There are maps where these attributes land you on "S" ;-) 2. Treasury, if you only have one, is pretty much useless BUT you forgot to mention that their bonus stacks! If you have 5, then you get 50% more gold on day 1, each week! Same as above, it is map specific but it has its uses. 3. Necro amplifier bonus is 10% (unless they nerfed it in HotA) AND it STACKS! Clearly a "S" tier, if you have more than ONE Necropolis. 4. Skeleton transformer is even better if you mention that, if you put dragons or hydras in it (although, who in their right mind would do such a vile thing to DRAGONS?) you get Bone Dragons!! No real objection to your placement of the stat boosting buildings, maybe someone else would tier them higher, depending on their play style, but in general your placement is generally what it should be!
I would say that all of the listed conditions apply only if you play XL size map or bigger if not I can list only like 4 that are usefull on all sizes with lookout tower being a suprising S tier on S size map
Man i love your tier lists and i don't even play HOMM3 anymore. There is so much passion in your voice, that it's so interesting to hear. I think when HOTA new Factory town will be out in january, i will once again play HOMM3 and use all that knowledge. :D
I agree with you on the fact that castle gate is way too niche and requires another inferno town to work. However, the benefit isn't simply free town portal, it allows you to just upgrade unit producing buildings in one town and leave the others un-upgraded (you can use a level 1 hero to gather all un-upgraded units and drop them at the main town for upgrading). Even in the case of having just 2 inferno towns, 20 000 gold for 2 gates save you almost 40 000 in upgrade gold and other materials so you can focus your resources on pumping mage guilds for better spells. The more inferno towns you have, the bigger this economic benefit gets. Therefore, I would rate it high D or low C.
@@niewpisze7493 Fair enough. I would consider the Fountain of Fortune slightly less awfull since it is somewhat usefull on slower maps, one hero challenge and bigger maps. Probably D tier anyways
I think that his mindset is mostly in 1 vs 1 pvp. In those cases you dont get that much towns. But in some huge map vs lets say 5+ AI it can make huge difference
@@davidbalon2004 Well if you have a few hydras here, a few green dragons there etc. it's much more convenient to transform them to Bone Dragons > Ghost Dragons. That way you have your power stack and you only have to pay for one Tier 7 unit upgrade :)
Hota and Multiplayer Lobby bring new life in to this game, but Heroes3 is very old, it need balance changes, some fetures. But still one of the best strategy games of all time
@@dashhowell908 Probably not this year but I hope we will get it on New Year eve. You can follow the development on heroescommunity. It seems like the town is almost done.
Somehow in every inferno playthrough I do, the town gate happens to be the core of my strategy. But then I mostly play 200% difficulty 1v8 against AI on pretty big maps, and there's almost always more than one inferno.
Fortress has two hexes defenses before wall if not changed in hota but that is not possible without their specials which are marked like they are. Let be honest here 2 attack and 2 defenses plus 1 defense permanent from cage = 5 more stats just for 3k gold in town is no weak. Or is?
I have to disagree on a few, but especially the castle gate. A start-up cost of 20.000 is indeed costly, and it's completely useless on maps with only one inferno. But think of it this way: you now have a town portal that costs no mana, no skill required, no need to get lucky with your mage guild spells. It simplifies the defense of all your inferno towns, which is a huge benefit considering how weak their units normally are. If you see an enemy prowling around one of your infernos, get a strong hero into any of your infernos, gather up all the creatures you can afford, an portal them to the settlement being menaced. The same can be done offensively if one of your infernos is close to enemy territory; recruit from your infernos, portal your strongest hero towards that inferno, and go on a rampage. Concentration of force is important in this game, and the castle gate makes that much simpler. It is certainly more situational then some of the others, but the strategic implications cannot be overstated. I would put it in S tier on large maps with several inferno towns. The only time it's actually D is when there is only one inferno on the whole map. I also think the treasury can be much more powerful in team games, where you put all the players' money in the bank of the rampart player, so everyone gets the bonus. Giving that team an edge over the others. So I'd put it in B.
Nice video! One thing I think is worth mentioning is that the Necro Amp is a required building to get Vampire Lords. If you're playing Necro, you're obviously going to get Vampire Lords...so you're going to build it no matter what. Doesn't make it any worse or better though.
Well, I always buy it whenever I feel no loss from weekly growth (Citadel / Castle / extra creature growth buildings) and I have at least City Hall and great amount of gold to gather enough information about the enemy as soon as possible because I have to prepare for what I have to expect when I meet with an enemy hero.
the only reason why Castle Gate is generally not thought as one of the strongest special buildings is because of the joke of a sandbox spell Town Portal. in any game where TP is banned and you have two or more inferno towns you are glad to pay the 10k to form a quick travel link across the map and for the now unique ability to unite the troops from multiple towns. in such game where you have multiple fully built inferno towns with a defensive hero they are nearly impossible to conquer. stop using the TP and DD sandbox spells to actually play heroes 3 as a strategy game.
5:42 The situations this is even remotely useful: -you just took an inferno town really far away and don't have town portal, stay a turn or two and build it -you have a specific hero whose job is to defend towns (for reasons) -getting all the inferno growth on day 1 7:45 to me treasury is actually pretty good but nowhere near enough to rush day 7 I usually gather money for growth to recruit on day 1, 10k gold is +1k gold, times 5 and paid off. I will agree competitive multiplayer is too quick
And you shouldn't have a town portal spell + earth magic To get the possibilty of teleporting between inferno towns you need to spend at least 20k gold
@@napevno "technically" if you "really" need to use the same hero that picks up growth to fight, you might want dimension portal to save mana from town portal before a really big fight on the same turn but that really nitpicky
Lookout Tower is for me underrated. I saw a lot of situation that it helped spooted sth on the desert in JC/JK and in more advanced templates crucial dragons utopias. It is solid A tier building. Sometimes you even start with this building.
For me, the treasury is definitely S tier. Since I usually play H and XH maps, in the long run, the Treasury makes the difference between being and not being able to afford all the units from all the towns.
Castle gate is niche but it isn't useless. It does require way too much investment for 99% of games. One use I have found for it is when me and my brother play 2v2 on Jebus Cross we both buy a castle gate so when the other players break into one of our biomes we can pool our armies and artifacts together to overwhelm the enemy force. Or if we want to break through one side with a strong push. Niche but it is fun 🙂
The treasury has an interesting glitch where, after enough weeks, you can start to send negative amounts of gold to opponents, essentially bankrupting them permanently. Pretty funny
agree with almost everything apart from skelly transformer, whici I think is almost d tier. for me , that is very niche. I mean, it just transforms creatures number for number, for apart from peasants, imps, gremlins and goblins, you dont really want to put anything there (and if you put beasts, everyone is stronger than bone dragon). Also, treasury can be really imba
You don't really play online, are you?? You want your stack of skeletons to get as big as fast as possible, it's main gameplay of necros, you get two or three hundreds bones on week 1, you take objects, you win.(or you get struck by implosion that oneshots your bones, or Luna with armag.....)
Castle Gate is much more useful then D tier. If you have 2-3 Inferno town it's basically an Upgrade Tower without the extra costs. 20K gold is cheaper then buying every unit upgrade building and it makes the defense really powerful! S tier in my opinion.
yes it is nice in single player but it never happens in multiplayer, Town Portal is not even that bad compared to it, the mana becomes irrelevant that late in the game so you only pay the movement points cost
@@Lexiav well town portal is the cheesiest sandbox spell in the entire franchise that effectively eliminates the strategy aspect almost entirely of the game so it really should be banned from all games (and DD and fly, another two alike). when its banned suddenly inferno is the only town that can combine armies on day 1, have teleport access across the map between their towns and also defend all their towns with a single defender hero who combines all inferno armies together.
@@Vojtaniz01 Yes but you don't have any information of the town, their heroes around, etc... And heroes 3 is a war of information, you need to invade your ennemy at the right moment And if you don't have information of the strengh army it's more difficult
I really hate what University of Magic brought to the game. I remember as a kid that Conflux was so absurd, and it was primarily due to this building. The units were alright, nobody knew how to play them perfectly. Their heroes are so-so, some good, some not. They usually were picked for their looks so most would pick the worst of the heroes as they tend to be cooler/prettier. Nobody knew of the 1 stack strat for speeding around. So all the natural strengths of Conflux were basically out of the window, but it still CONSISTENTLY won games, becuase of this one god forsaken building. I always thought that Conflux was encroaching on Tower's fantasy in the magic department... Awful building, but absurdly powerful, it salvages bad heroes in-faction.
I ran Ciele a lot because she could blast neutral monsters in the early game and get all four magic schools to expert in the late game using this building. :)
All right! So i just have to know, WHAT beverage is in that small tea cup you always sip on? I swear to god, during the course of a match you drink from it like 20 times, but it is never empty! Major artifact, Endless cup of tea?
I just gotta say: this list may apply to competitive play, but for a lower-level Heroes player, the sort of person who's newer to the game and is still working their way through the campaigns, the list looks totally different. For instance, with the less-aggressive AI caused by its more limited resources at lower difficulty levels, the Treasury will carry you straight through any scenario where you are fortunate enough to wind up with a Rampart. Make limited creature purchases at the start of week 2, then make use of your elves and dwarves to limit your bleed and make those purchases last. By the beginning of the week 3, the interest from the treasury is enough to buy your whole unit roster. Similarly, in campaigns, any building which boosts a stat (e.g. Cage of Warlords, Wall of Knowledge) is indispensable in the first scenario. Boosting up heroes before the difficulty ramps up in later levels is super important for new players.
you forgot some but I don't blame you sice the ones left out are all D tier. Glyphs of Fear - same as Blood Obelisk but increase attack instead of defense, still you need to be in town. I think is even worse than the Blood Obelisk sice you need to buy it a Blood Obelisk first. Brotherhood of the Sword - also a siege defense building. +2 morale, quite useless for a knight that only has castle troops, at least it can be useful for heroes without leadership but, and when you got a lot of troops from different alignments mixed up, and useful if the enemy has a lot of morale decreasing artifacts, yet is still a specific situation, so I would say it belongs on the top do D tier. Fountain of Fortune - you need Mystic Pond for it and you garrison hero get +2 luck. now luck is not affected by alignments so your only problem would be devils and artfacts, so it's more specific than the Brotherhood, I would say this might be the worst of all garrison building, since luck is (more or less) random. Btw, I have a fun story with the caste gate, one I tried to see how good it can be by playing as Inferno and setting all my enemies as inferno towns, the fun part is, I couldn't even use it because I was blocked in my starting area, but not by some high level creature, but by the map itself, I had absolutely no way to leave it, only if I would get a DD or Fly in my mage guild, which, I didn't.
I think you just don’t know how to utilise castle gate. It is true that it becomes useless when you have only one Inferno town. However, rating it as the most useless building shows that you just don’t know it. It costs neither mana nor movement point AND it doesn’t require any magic or skill AND you can use it as much as you want! 10k gold is nothing. You already save 40k gold + resources by not needing to upgrade the creature dwellings. You just use one random hero to collect all the creatures in your Inferno towns on day 1, upgrade them all and start a surprise/unpredictable attack on enemy. Ofcourse this relevant for large maps. If you play a small map where the game ends in week 3, then pretty much everything in the game becomes useless as you only focus on farming wyverns, cyclops and angels.
I am really surprised you placed the mystic pond so high. 1-4 resources per week, which means you generate 2.5 resources per week on average. It costs 12 resources and 2000 gold. That means it takes 5 weeks to pay back resources, and then at 100 gold per resource (trade value at a good marketplace) It takes another 8 weeks to pay back the gold. So, you are at a 13 week payback on that stupid pond! Combine that with the fact that rampart has 5 levels of mage guild and lots of resource requirements and its just such a terrible investment. A resource silo is so much better.
The inferno castle gate is bad, but, if you played way back in my day and would do 8 player warmongers(I think this was it) where there are 2 opponents in each coordinate of the grid system, it was awesome. Played 8 player infernal and would be able to have my main take a town and warp to every castle for new weeks production at the same castle. Could quickly go back and defend too. Was OP and fun to demolish the computer with.
Mostly i agree...only Castle Gate - if you have few Inferno towns you can upgrate units in just one! That safe you money and resources from upgrate dwellings!!! so it's at least solid B-tier!!
Another tier list idea: All heroes with a creature specialty + using that creature as a power stack. Which hero+unit combo is the best? Can also do it but with heroes that have a spell specialty. Which is best?
Freelancer's guild is not very useful, but I wouldn't put in D. It can be somewhat useful in a few situations. But knowing if it would be useful at all is next to impossible to predict, so maybe D tier is its right place after all... lol kinda changed my mind as I typed :P
Conflux s the 3rd faction with Arti Merchant. You missed some buildings, check other comments. How about tier list of faction mage guild (where it is best to build it)
Where is better chance of earth spells??? Certainly not cove or castle, inferno got too much of fire spells, so probably it's gonna be elf town (i don't know how it's called in english), dungeon and tower, cause of library.
@@ИльяАстахов-и2о You got it almost right. Best guilds are in Rampart, Necropolis and Tower. Dungeon is also OK, as You need level 1 for Mana Vortex anyway.
The thieves guild are low A or Top B tier. It's one of the buildings that are useful through the entire game. The intel might be trivial at first glance, but knowledge are power in these games and knowing who their main hero are, how high income they have, do they have more towns can change your strategy or where to focus your efforts. It's a very useful building in almost every game. Castle Gate are horrible, I agree. But it holds value in town portal banned games. So I say it's borderline. In vanilla games it's garbage, in very specific maps it can be win/lose.
Disagreed. Thieves guild doesn't do anything lol. It costs a pretty high amount compared to buildings that actually do something (like the Halls of valhalla, 1000 gold for an attack skill). I do like the building tho, seeing Opp's stats is very interesting indeed.
And I personally prefer power to knowledge especially if you play with Dungeon or there is a well that doubles your mana or your hero has expert intelligence
For me Library > University Library is especially good for late game And Cover of darkness is really strong in small/medium maps University is not that good cause you are already guaranteed to learn elemental magic in level up And University + learning these is really expensive !
Maybe I'm used to playing with less resources, but the school of magic is so expensive, I only use it when I need to guarantee a good skill later in the game.
best castle defenses? also do swamp heroes get any less ground movement reductio. lets say u chose swamp city and u start in swamp are u as slowed there as everybody else?. it will be hard to get your city but at the same time u are so slo when picking up resources
Terrain penalties are based on units not heroes. If you have atleast 1 unit not native to the terrain, you will be suffering the full penalty of the terrain. If your army is exclusively units of that terrain, then you will be suffering no penalty.
5:48 well you should also mention that you need a castle gate in the other Inferno town as well, so that'll be minus 20k gold at least. And also you'll have to build up to at least a citadel as a requirement.
Its bids for town. Uses option random vs random and gets 2 random towns. Then bidding starts. The one who offers more gets to pick which town he wants. If let's say opponent offers 4.5k and you dont wish to offer more you say pass. Then you get +4500 added to your stsrting gold while he gets -4500 from his starting gold.
Where the Artifact merchants from Dungeon and Conflux? Where shipyards? Where Ballista yard? Where Brotherhood of Sword and Lighthouse? Fountain of Fortune? Glyphs of Fear? where are the top structures for additional monsters? Resource Silo maybe? Well, bad material. Dislike :/
Treasury at C and castle gate is a joke :)))))))) ahahahahahah. You clearly are judging these under the S or M map. If you have a XL or bigger map Treasury is by far the best of them all. And on maps without town portal Castle Gate is perfection.