Posted July 08, 2022
Bookwyrm627: Odd. I'm seeing basically the same thing as Advowson, and my guess is the same as his. I'd wager you spent several thousand on a building and possibly other creatures before trying to buy the marksmen shown in the screenshots, and the outer status screen isn't reflecting the change while you're in town. If you buy the marksmen with your remaining gold and end turn, then you'll have 575 for the next turn (maybe a little more if you have Estates on that hero or find another gold pile).
As a play-style note: You have some very expensive buildings (like the Castle!) in that town for only having a Village Hall and no other towns. I strongly suggest that a rule of thumb is going for the Town Hall line of building improvements to improve gold income to 2000 very early in your starter town (the Capital is expensive enough that it can come later). Acquiring an income of 2000 per turn is well worth the loss of a week's worth of creature generation (from not having those dwellings) since you won't have the cash to buy those creatures anyway, and it will take 5 turns of income to buy the next building in the Town Hall improvement chain (for all of them) if you're starting from broke.
fkdrm: Thank you for the tips I still don't understand some "improvements" introduced in HoMM3. In HoMM2 the Thieves' Guild is upgradeable so one can discover more and more information about opponents. In HoMM3 it shows much less information and don't see a way to upgrade it. Captain's Quarters is missing in HoMM3 or I can't spot it. In order to protect the town are units in the garisson enough or there must be a hero with them? As a play-style note: You have some very expensive buildings (like the Castle!) in that town for only having a Village Hall and no other towns. I strongly suggest that a rule of thumb is going for the Town Hall line of building improvements to improve gold income to 2000 very early in your starter town (the Capital is expensive enough that it can come later). Acquiring an income of 2000 per turn is well worth the loss of a week's worth of creature generation (from not having those dwellings) since you won't have the cash to buy those creatures anyway, and it will take 5 turns of income to buy the next building in the Town Hall improvement chain (for all of them) if you're starting from broke.
There is no Captain's Quarters in HoMM3. You can place a hero in the garrison to have them act similarly, though heroes can level up while captains couldn't. A garrisoned hero doesn't count against the limit of 8 heroes on the world map.
-If there are no heroes in the town, then any creatures in the garrison will still defend the town, they just won't have a hero to lead them.
-If a hero is garrisoned and there are no visiting heroes, then the garrisoned hero will lead the creatures defending the town, and he will utilize whatever defensive advantages the town has available. No Fort means it is basically a battle in an open field. A Fort adds walls. A Citadel adds a single turret. A Castle adds two more weaker turrets and a moat (the type of moat varies according to castle type). A garrisoned hero cannot retreat from the battle (unless it is a Stronghold with the Escape Tunnel built); I believe a garrisoned hero can still surrender.
-If a hero is sitting in town without being garrisoned (meaning they are a visiting hero) and there is no garrisoned hero, then they will defend the town as if they were garrisoned. Be aware that the game will try to add any creatures that are in the town's garrison to the hero's army for the duration of the battle; if the hero loses the battle, then any remaining creatures that were in the garrison but didn't fit in the hero's army will vanish without fighting (or giving XP, I think). I don't know how the game decides which stacks should join the battle.
-If there is a garrisoned hero AND a visiting hero in the town, then the visiting hero that is attacked will have a battle with just their creatures as if they were attacked in the field (no town benefits, can retreat as normal); if the visiting hero loses, the attacker still has to attack the town (and thus the garrisoned hero) in order to capture the town.
Post edited July 08, 2022 by Bookwyrm627