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Sorry if I'm repeating stuff here, but this wasn't on the sticky list:

In the original Majesty, when you clicked on a flag, the interested heroes would be highlighted on the mini-map so that you could see how far away they were.. as far as I can tell that is sorely missing from the new game.

Having never played the first one, this is something that jumped out at me right away.

I'm however one of those people that would prefer the game be multi monitor and have all the hud/map data on a secondary screen. (same complaint as Anno 1404).

I love the way the middle information part of the hud is animated, and hides when you don't need it, but the speed of the pop/toast is too slow. If anything I'd just want that configurable or the animation disabled.
 
I am a single player. These are all single player suggestions.

Random Maps in campaigns and quest!
Random Initial Building and lair placements in quests!
Basically put back all the options for single player freeplay in the original game.
I played Majesty for years and didn't tire of it.

The way single player is now once I finish the Campaigns there will be nothing left to do and this game will go on the shelf.

/edit to add: One doesn't normally see a sequel offer less than the original game. Very disappointing.
 
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I think one thing that needs to be brought back is having tax collector's set at different levels. I liked having 3 set to the highest to just go to marketplaces and the rest were cleanup.
also the inn should be a gambling hall at a level 3 upgrade.
Fairgrounds need to be returned as well.
seeing who's responding flags was good too
 
With a bit more experience, I can say :
-a disable/enable button for economical structure (meaning that they'll stop to sell)
-the possibility to cancel finished building.
-the possibility to see heroes interested by a quest when clicking on this quest
-setting different tax collector
-a more durable fear flag
-an indication of which party a heroe is in on is portrayal

for the editor:
-a friendlier interface
-the possibility to tag unit via event (all of a type in azone for example)
-global variables : for count trigger, for how many units spawn, for the random limit...
-ability to spawn lesser elements like trees and rabbits via events.
 
Considering there aren't that many buildings that auto-generate $, it's less an issue than in MFKS1.

I usually start at 100-50, then move to 250-100, and end with 1000-250.

What *would* be nice if it was stored on a game-per-game basis, instead of per session. So if I ended my match I wouldn't start the next game with 1000-250 (too high) or if I saved, quit then load that game later it's reset to 25-10 again from what it was (ridicilous low numbers for a base).
 
I don't know if this has been said before, but to my opinion the game could use hotkeys for the buildings.
 
How about intelligent monsters, who can level up?

And I think, in the lategame, wolves should form parties.^^
 
Suggestions


1. Spells that have duration need to have an indicator, for example, so that it is easy to see when “Eagles Eye” has discontinued. This could be as easy as the casting icon going black and white and refilling with color, signaling that it is no longer active, and can be cast again.

2. Wizards Towers: Need to have an “auto reactivate” check box or option. (Perhaps even connected to an upgrade.) So that it will auto debit your gold, and remain active. This brings me to my next suggestion.

3. Buildings need there own sortable queue view. So you can click and select any building the way the hero panel opens, to upgrade, activate towers and etc.

3.5 In the aforementioned theoretical buildings tab, Wizards Towers that are "active" could have a light blue glow around the icon, signaling they are indeed active. To finish the thought Ill add the obvious ... that when not active the icon would not have a magic halo. To pay for activation you could just double click on the tower in question. Or, double clicking would open a small semi-transparent window asking "Pay xxx gold to reactivate xxx towers?" Anything would be better than the current try to do your best to remember then hunt and peck to pay for reactivation of wizard towers.

3.5.2 What if the towers continually took money? Like a upkeep. xxx gold every xxx seconds. Then you would have the option to deactivate them when necessary. This gold could basically be considered the payment to the wizards who man the tower.

3.5.3 Anyone whose played a towers defense game knows how fun it is to have multiple options available for upgrading towers. Hint Hint.

4. The Heroes panel needs to be sortable by type, level, and “type and level”. Over all, there needs to be a better way to look through heros and hero partys. The popout tab docent work when you have 25+ Heros.

4.5. The option to sort heros by health, so those with the least health are on top, for ease in selecting for the healing spell. Also, since Dead heros would obviouslly have the least amount of health, they would be auto sorted to the top of the heros tab (or at least they need to be placed in thier own tab.) to make it easier to resurrect them with the resurrection spell.

5. The Inn would work better if you could select the heroes you wanted for the party from any heros that are alive. Then they would gather at the Inn, coming from wherever they are at, whenever they are free, and gather in the configured party.

6. If upgrades only need to be researched in one building to be active, the research icons should be removed from all other buildings of the same type once the ability is researched.

7. The Town Rally ability needs to be available along with the spells for instant access.

8. The tax rate changes need to be accessible easier than the multiple clicks it takes to access the Tax Collector information section. Perhaps a Kingdom Overview tab? Lists buildings, current towers cost, and tax rates for tax Collectors.

8.5 A Tax Collector tab, that lists all tax collectors, with there current tax rates, also allowing editing of tax rates on an individual basis in the same location, would be very efficient. This location should have a "global tax" opton, where if it is checked, all tax collectors will operate on whatever the global tax is set at, instead of individual settings.

9. I am King correct? I have the right and power to say I will pay a reward to exactly who I say so. What I meen is, rewards should have the ability to select what heros the flag applies to. So that Rangers actually do the exploring, so I can take advantage of the eagles eye spell ... instead of thoes greedy lil rogues gumming up the works.

11. I agree with others that suggest that clicking on reward flags shoujld be able to show exactly which hero are interested in the quest.

12. I cant seem to get a fear flag attached to a mobile target? (Monster) Only stationary ones. (Ground and Buildings.)

13. When you have a spell selected, the cursor should bring up the info window of whatever it is hovering over automatically.

14. "Grants". It would be a good idea if the King (player) could give "grants" to hero structures. So that when the residents of the guild returned, $$$ would be dolled out to them. This will help low level hero (who are really only good at dieing) catch up to older heros, and be able to buy things at shops. Or, perhaps you could even give gold to individual heros outright? This could have a "Kings Statue" effect on heros ... as they show there appreciation for there King giving them money.

15. When placing a building, there needs to be some kind of area/ground hilight indicator, so you don't need to fish around to find where the building can be placed.

16. An addition of a "building flag", a flag that you can add money too, in order to attract more peasants to build a structure faster.

17. A time indicator. As in, how much of each day has passed. There are a few instances where it would be nice to know how much of a day is left. A lil sun icon that moves. or a sun that morphs to a moon. (it would be a neat effect if the environment lighting, music and ambient effects changed from day to night.)

18. Hero selection/highlight controls. A option/tab that you could activate, that only populates with heros currently on the screen would be very effective in reducing the frantic HvH combat chaos. (For spell casting primarily.) Also, if heros you highlighted on the tab received a glowing ring around there feet, and visa versa, would also be very helpful in identifying and locating heroes.

19. I read the following...

Option to destroy buildings - won't be available because of crawling tactics (exploring with buildings)
Alternative idea: Option for paid building demolition. - with for example a dynamic price that makes crawling tactics not effective.

I would recommend building “leasing”. Once built, buildings can not be demolished for xxx number of days. Different buildings can have different leasing time periods. Also, make the demolishing process as slow as the building process. Where peasants come over and dismantle the structure. (You could receive 50% of your gold back.)

Whats more, if people want to “crawl” who the heck cares? Let people who want to ruin the game for themselves do so. At the very least, make it a check box in the options, under an “advanced rules” tab. “Crawling Allowed” Yes or No. Which could just be “Selling/Demolishing Structures Allowed?” Yes or No.

At any rate, something needs to be done about needing to build a 3000g tower, because you cant sell the one that you first built, on the inner circle of your city, that’s not doing you much good anymore.

Why not have buildings connected to town population? 1 building for every five citizens or something workable like that.

Point is, for anyone that takes the time to actually think about it … there are other options available other than “not possible”.

Me VII


P.S. I have no input on interface size issues because I have the option of playing with the resolution at max. The perks of SLI.
 
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5. The Inn would work better if you could select the heroes you wanted for the party from any heros that are alive. Then they would gather at the Inn, coming from wherever they are at, whenever they are free, and gather in the configured party.

I modded my game to do this. Now when I click the form party button I can select any hero interested in a party no matter where they are on the map. It's so much better this way, I hope it becomes standard. The only downside is the party window still only shows a max of 10 heroes to choose from, but they respond so fast it doesn't make much of a difference. If I don't see the 4 heroes I want I just exit out and reopen the window.

We need more options with the interface. There needs to be extra tabs and sorting options so we can easily find a particular hero. Everything MeVII said on the subject is spot on. It's also too big, the buttons and portraits should be about 2/3 their current size on higher resolutions.

We need customizable hot keys. I have two extra buttons on my mouse that are going to waste, I'd love to bind some spells to them. Also, where are all the in depth options that are standard on many PC games? We should be able to change our scrolling speed, how fast the camera rotates, our zoom distances, what shows up on the mini map, the size of health bars, and so much more. It's already possible to change most of these in the game files so how about making it easier by adding sliders in the options menu?
 
in order to say, what's missing you should look at what majesty 2 wants to be.
"a fantasy kingdom SIM".

honestly, there is no simulation. it's obviously only a different looking RTS like there are many others.
where is the real difference between focusing a unit and right-clicking at the target in order to attack it and putting a flag over the targets head, rising the reward until enough heroes are attacking?
in fact, there isn't any...

i think thats why there are so many bad scorings of majesty 2.

the reason why so many people compare majesty with a rts is, it is played like a rts. i build factories , produce units which do nothing unless i control them and fight opponents which are somewhere (mainly senseless) produced until i overrun them or i will be overrun. looks like a rts, smells like a rts, tastes like a rts...ups...it is a rts!
compared with majesty 1, the heroes in majesty 2 are some kind of zombies. "aaaadveeeeentuuuures" and "ohhhhh...flaaaaaaags" are their only thoughts.
oh, and buying cool new stuff naturally.

the heroes don't simulate adventurers any more. majesty 1 was far closer to it than majesty 2!

so if this game wants to be a simulation again, you have to improve massively the heroes AI. the flag idea is nice but the main motivation of doing something should be of their own!!!
why doesn't a hero do anything until i set a silly flag?
why don't rangers explore the map by their own any more?
why don't the heroes wander around the map looking for an adventure any more?
why act all heroes of the same class like clones?
why become the heroes so unpersonal (and unimportant) that i can easily resurrect every fallen one? i haven't even to take care about them.
why is every habitant of my town either a hero or a guard or a builder? why are there no normal people?
why for example doesn't a cleric pray at his temple or why dont warriors practise at some kind of drill ground or why does no hero patrol the town?.....

-bring back the feeling of real heroes, not simple units
-make the map more like a living world and not like a playground for senseless placed dens and monsters.
-add some neutral beings...townsfolk , creatures maybe to interact with them, maybe not but definitely for more living and feeling.
-add some random events
-add some dungeons, which are leading into underground, make the map transparent, when heroes enter it so you can look after and follow them. in addition to that, you could implement mighty artifacts and real quests, which needs to travel to different dungeons and places. this would make the heroes much more personal and would rise the replayibility enormously.
-make bigger maps with life. maybe the heroes could buy horses to travel faster and reach the outer realms. in order to prevent them for reaching them too early, the horses could be very expensive. there are so many possibilities. if i can lease my towers or if the list of heroes is more comfortable is really unimportant as long as this game needs much more atmosphere and replayability.
-maybe add some ressources...creatures or minerals or townsfolk...doesn't matter.


-bring some kind of life in this game!


and maybe in an further expansion: make a world mode. why do i have to go through every province instead of ruling a whole kingdom?

i think there is a great capability in this kind of fantasy simulation and it would be really different from other games.
don't cover a rts with the picture of a simulation. make a real fantasy simulation.
majesty 1 was a realy great step at this direction and since that time there are now many more options.
 
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I've had waited for Majesty2 for a long time and I'm really disappointed. I going to let it all out now ;) Shall we:

Graphics:
- Look nice.
- But somehow setting almost everything to low/off makes my computer boil - I get more that 90 degrees on both CPU and GPU and the whole thing shuts down to prevent melting. The only solution for me is to turn literary everything off/low and still I can play for about 15-20 minutes and after that I have to minimize the game and leave it be for some time or it shuts down still. As for my laptop - Intel Core 2 Duo 2.2 GHz, 2 GB ram, Geforce 8600M GT - it's not the latest hit but I can play Crisis or Farcry on medium details without going over 85 degrees so there's definitely something wrong with the graphics engine here.
- Another thing to support that is that when I play I get more or less 82-85 degrees but when I go to menu (pause) it starts rising 1 degree every few seconds so it gets up to 93 degrees in like 10 seconds - how on Earth is it possible that the menu consumes more resources than a running 3D game ???
- The patch gave me GUI flickering... Thanks...

AI:
- Pathetic... The AI in Majesty was 10 times better - how's that possible? I mean, wtf is this:
* rangers don't explore by themselves,
* dwarves don't build at all,
* the only thing healers do is fight, if there's an almost dead hero nearby they will run past by him/her without casting healing spells just because they're going for an attack flag... why are they interested in them in the first place?
* rouges don't react to attack/explore flags - oh, come on!
- Heros will not help their friends. I've seen a situation where a ranger was being slaughtered by 3 minotaurs and none of the 5 healers would cast healing on him. They were all standing like 5 meters from him and he died. Healers were atacking some building.
- Heroes tend to ignore danger waaay to much. I`ve had a ranger go for a chest even though he was level 2 and there were 3 elementals BETWEEN him and the chest (RIP of course).
- 3 warriors ignoring a rat that kill a low level mage.
- During the 'Problem with the afterlife' I`ve send the heroes to destroy two cementaries that are in the NE corner of the map. There are bout 20 chests with cash there. Only 3 got picked up after the buildings were destroyed. I`ve had there rangers, healers, wizzards, swordsmen and rogues with levels ranging from 4 to 22. Noone bothered to pickup the tons of gold lying there. I took me some time to get over that... big trauma...

Gameplay:
- The economics are impossible... It takes about 30 days of waiting to get enough cash to ressurect a high level hero. Castle and marketplace upgrade costs are astronomical.
- The fact of having just one marketplace makes all the cash flow really slow.
- The trading posts are pointless... even if you get to uncover it's location in less than 20 days you still won't be able to build it. First you have to put there two guardtowers and a dwarven tower if you want it to survive. Creatures come from all directions and a guardtower has such a small range that if something is atacking the post from the other side it won't reach it. So you need 3.. So after some time you have to pay about 4 + 5 thousand for the guardtowers and about 12 thousand for the dwarven tower and 1 for the post itself ammounting to about 22 000 gold for your second trading post...
- The economy causes huge playing times like playing a map for 400 days where 90% of the time you just sit there with x5 speed waiting for the cash to flow and ressurecting heroes (for 20 000 or so) which in turn increases the ammount of time you have to wait. This is not a long gameplay - it's a boring gameplay!

GUI:
- Totally unclear and mixed up. You have barely any idea as to wether what you're researching is something the player can use, the heroes of this guild can use or all heroes can use. This is totally uncleear.
- Why on earth can you research a spell that you already know?
- Used spells should have some sort of indication about how long are they going to last (like shields). For what I saw the beastmasters shield worked only for 2 seconds - I got really p*** about that but it turned out it lasts longer. But how much longer? When do I need to cast it again to give protection to my heroes all the time?
- Clicking on the minimap causes the camera to move to that point - why not just jump there? It's slow, annoying and slow down the game when it needs to render everything on the way.
- Beforementioned issue with menus using up some unbelievable ammounts of GPU resources.
- Display flickering.

Other stuff:
- After the patch, the scroll on heroes pane is hidden behind the upper bar and is barely visible.
- The physics goes apeshit whten on speed higher than 1. I`ve seen really big trees flying around like tennis balls for about 30 meters after you place a new building.
- Dwarven towers are, again, the ultimate destruction tool. Try building some near the monster dens...
- Wizard towers are useless. You have to pay to activate them and the damage is pathetic.
- I think that level 3 blacksmith armour and weapon prices are way to high. I'd suggest to go 250/500/100 not 250/1000/3000.
- The same goes for potions in bazaar. Why can there be only one bazaar anyway?
- Castle upgrades cost too much.
- The idea with map markers on the map for temples is totally baaaad. You have to play for like 100 days to get the economy and defences into a state where you can afford to build a temple. But then you have to wait another 50-100 days to clear out the area around the site, build the towers around it in order to build the damn sctructure. After that well... you can have 15 rangers but only 2 archers of helia. Well it's reasonable - you've fough so hard to get them, they look cool, give you the feeling that you have something unique so we're not going to allow you to have it. You play with the regular guys, no specials for you.
- Ogre's health bar still appears about 15 meters away from him.

Well, I do feel better now :)
To sum up: the game is boring because most of the time you set the game speed to x5 and wait for the cash. The AI is... absent? Game has very big stability issues, lots of glitches, etc. I`d say it's a beta not the final product. The patch didn't fix enything for me, on the contrary, I have more bugs and problems than I've had and the economy got even worse.
Still, I believe that this game has a potential and if patched right it can be good. After the first patch I see that I'll have to wait for patch 1.7 at least to get it some reasonable playing experience...
I`m totally disappointed and I`d like to know why did the producer release the game in such state? I mean, a few more months for the developers would be enough to produce a playable game, with no stability issues, flickering, font problems, not working gui etc. Why did the producer make the decision to release this game prematurely? It's totally insane. Could someone explain this to me, because after what I saw I can only say that I don't see myself ever buying a game from a producer that doesn't know when the game is finished. It's unprofessional.

I hope and wish, that at least the game will get patched to some playable level before you'll move on to another project.
 
- But somehow setting almost everything to low/off makes my computer boil - I get more that 90 degrees on both CPU and GPU and the whole thing shuts down to prevent melting. The only solution for me is to turn literary everything off/low and still I can play for about 15-20 minutes and after that I have to minimize the game and leave it be for some time or it shuts down still. As for my laptop - Intel Core 2 Duo 2.2 GHz, 2 GB ram, Geforce 8600M GT - it's not the latest hit but I can play Crisis or Farcry on medium details without going over 85 degrees so there's definitely something wrong with the graphics engine here.

Those temps are insane. Your computer parts should never get anywhere near 85 degrees so you may want to look into that. Laptops have terrible airflow and are not meant for gaming, I hope you realize you are slowly killing it by gaming on it. I know a lot of people do it and think nothing of it but it will come back to bite you eventually. Your processor is rated for 100 degrees and a mobile graphics card has a similar limit but that does not mean it's safe for your laptop. Your hard drive and ram are at serious risk from all that heat in an enclosed space. Most 2.5 inch hard drives have a critical temp limit of 60 degrees and are recommended to stay under 35.

I fixed the flickering graphics bug by resizing the health bars. I really should upload the file since a lot of people seem to encounter this bug.
 
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What I would like to see (that I didn't spot as oft mentioned)

- researching any spell/upgrade twice is pointless and should be disabled (eg. if you have 2 cleric guilds)

- fear flags should remain indefinite until dispelled and can be placed on monsters, not just a fixed location.

- better hero/party panel - when I have 20+ heroes, the scroll buttons are clunky (if they appear at all) and makes micromanagement a painful process.

- single player post-mission performance stats and a ranking

- to person who complained about not knowing when fervus shield spell expires: left click on a hero portrait and small icons appear above their health bar, representing ALL active effects, both good and bad.

- when monster singles out a particular hero, would be great if you can hover with mouse to get tooltip showing which of your 3 dwarves attacking the boss is about to receive an extra dose of pain and needs that buff or heal the most :)

- a dynamic control slider on tax (low, medium, high)

- An explore flag should be split evenly between party members

- DISAGREE with negative comments about AI. I think human nature is perfectly captured, as icons above heads reflect current selfish preoccupations. When *NOT* preoccupied, I have found hero
AI to work just fine. Healers will heal everything and nearby monsters are never ignored. If you want a more professional cooperative interest use protect flags or parties.

- AGREE would be nice to be notified when building is destroyed (the same way as when construction/upgrade of a building is complete)

- DISAGREE with those that say game too difficult. I would NOT want to see the game made any easier unless it is a configurable setting (eg. novice/normal/advanced/expert). Yes it takes time to learn how to play this game smarter rather than harder. Some maps demand different strategy also. But I like that :)

- temple upgrades for rogues/wizards (suspect this may be coming in expansion though :)

- re inter monster animosities, I agree 100% with ItsEggrollTime's 24th October post. I find myself agreeing with this guy a great deal.

- Clerics have slightly more of a problem earning money compared to other classes due to time spent healing others (which makes no money). Not sure how this would be balanced though.

- to person that complained about heroes like rogues and elves snapping all up the quests while dwarves, wizards and paladins sit at home. Parties are great for getting the more headstrong heroes into the action. A ranger or elf party leader makes a good explore party, a cleric party leader makes a good protect party, a warrior leader good for attacking and rogue party will jump on almost anything!
 
M<heat issues>
Someone mentioned this happened with the latest Nvidia drivers to him. Maybe revert back to 185.xx?
The patch gave me GUI flickering... Thanks...
Yeah, this is an annoying one.
-rouges don't react to attack/explore flags - oh, come on!
-Healers were atacking some building.
Thank god ROGUES do ;). But yeah, their single-mindedness when going on a flag journey is a pain. Especially seeing lvl 1's are more prone to go for them, and nothing is more annoying than loosing all your 3 wizards because they were to stupid to notice opposition.
There are bout 20 chests with cash there. Only 3 got picked up after the buildings were destroyed.
I think everybody here agrees with you on this one ;).
The trading posts are pointless...
Well, I guess this explains why your economy is a stagnant beast. They are pretty much THE vital point in getting a good economy. Not sure what missions you play to get the attack scene, but I rarely even have to defend them. Still upgrade them to lvl 2 regardless just in case a rogue skeleton drops by for a snack or something.
The economy causes huge playing times like playing a map for 400 days where 90% of the time you just sit there with x5 speed waiting for the cash to flow
With the exception of "Day at the bay" and the final campaign mission I never had a mission last more than 100 days. Obviously you do something very wrong here. Which is also being shown by a hero dying and taking 20000 to revive. Hell; not even my lvl 26 Paladin Lord doesn't take that much money to purchase/revive. How high a level is it? Or is that a total of the sum of high level heroes dying? In that case; why do they die? High-level heroes are nigh-invincible except against bosses.
- Used spells should have some sort of indication about how long are they going to last (like shields).
Good idea!
- The physics goes apeshit whten on speed higher than 1.
This happens with 1 speed too. You just need the right tree and the right location ;).
- I think that level 3 blacksmith armour and weapon prices are way to high. I'd suggest to go 250/500/100 not 250/1000/3000.
Typo? But while I do not disagree with the 1000, I do think 3000 is a bit high. But what else to spend your money on when you got a lvl 3 palace anyway?
- The same goes for potions in bazaar. Why can there be only one bazaar anyway?
Because it generates income, just like the market.
you can have 15 rangers
If you want to cripple your economy, this it the way to go. Hell; 15 rangers? No wonder they keep dying and you keep reviving and you never get money.


- researching any spell/upgrade twice is pointless and should be disabled (eg. if you have 2 cleric guilds)
Agreed. Although only for spells, and not for abilities, since they can be useful in case a building gets destroyed (not that common in SP, but I suppose handy in MP).
- better hero/party panel
- single player post-mission performance stats and a ranking
Agreed and agreed.
- to person who complained about not knowing when fervus shield spell expires: left click on a hero portrait and small icons appear above their health bar, representing ALL active effects, both good and bad.
However any positive spells expire once they enter any building. So you have to check multiple heroes to be sure, or one you know hasn't been inside during the casting of the spell. A spell timer would be so much less hassle.
- when monster singles out a particular hero
You mean when you click the small box of "what this unit attacks" on the HUD, you get to select that unit? That's a pretty clever idea! Totally agreed here!
- DISAGREE with negative comments about AI.
Disagree on the disagree on AI. Let's see what 1.1 does, but it could definitely use tweaks to personality and not being oblivious when hunting flags.
- AGREE would be nice to be notified when building is destroyed
Agree with the agreeing. Then again, I suggested so myself, so why would I not? ;P.
- DISAGREE with those that say game too difficult.
We could definitely use a difficulty slider, with the current game being Medium. I would definitely try the HARD, yes, because now the game really isn't much of a challenge. Imp Advisor? HA!
- re inter monster animosities, I agree 100% with ItsEggrollTime's 24th October post. I find myself agreeing with this guy a great deal.
There is no 24 October post. Do you mean 24 September, about the enemies attacking other enemies on the occassional mission a la "Clash of Empires"? If so, hell yeah.
- Clerics have slightly more of a problem earning money compared to other classes due to time spent healing others.
Decreasing their skill-costs? I already find it somewhat silly this group, who has the hardest time earning money got the MOST expensive skill-set (220 gold for all, compared to 205 for Warriors/Rangers, 20(!) for Rogues and Wizards, 15 for Elves/Dwarves and 0 for the Temple heroes. It can be compensated by making Rogue skills more expensive, they make loads of money anyway.
 
- researching any spell/upgrade twice is pointless and should be disabled (eg. if you have 2 cleric guilds)
Actually, there is a point - it means that if the building you initially researched in gets destroyed, you don't have to restart from scratch.

That said, this is a pretty expensive form of insurance and is rarely worth it, but I can think of circumstances where you might want to do this.
 
@ItsEggrollTime
Yeah that's what I mean - there's something definitely wrong here, I'd understand if this would be Modern Warfare 2 on medium/high settings... So far I've been playing for over two years on a laptop and never had any problems with anything...

Well, I guess this explains why your economy is a stagnant beast. They are pretty much THE vital point in getting a good economy. Not sure what missions you play to get the attack scene, but I rarely even have to defend them. Still upgrade them to lvl 2 regardless just in case a rogue skeleton drops by for a snack or something.
Well I`ve just *almost* finished the Choyr mission (almost because the game crashed at day 34). When I`ve found the first trading post (day 5 or so) I`ve decided to build a guard tower there. Seconds after that a minotaur lord came there and destroyed the guardhouse buildsite and the post (although 2 of my rangers were firing at him except from the post's tower, though they had low level). It's the same all the time. Whenever you got a post, you get some mintaurs in the nearby and one of them can eat your post for breakfast.

With the exception of "Day at the bay" and the final campaign mission I never had a mission last more than 100 days. Obviously you do something very wrong here. Which is also being shown by a hero dying and taking 20000 to revive. Hell; not even my lvl 26 Paladin Lord doesn't take that much money to purchase/revive. How high a level is it? Or is that a total of the sum of high level heroes dying? In that case; why do they die? High-level heroes are nigh-invincible except against bosses.
Level 36 mage as far as I remember, decided to go solo with fire elemental and died after 2 hits.

Typo? But while I do not disagree with the 1000, I do think 3000 is a bit high. But what else to spend your money on when you got a lvl 3 palace anyway?
Typo :) Well, you can spend it on hiring more heros!

Because it generates income, just like the market.
Correct me if I'm wrong but I though you can build more than 1 blacksmith?

If you want to cripple your economy, this it the way to go. Hell; 15 rangers? No wonder they keep dying and you keep reviving and you never get money.
Well, the buy low level armor, bows and potions. They die just about the same as high level rangers.

As for the game difficulty - I think it's ok. An option to choose difficulty would be great though - both for more and less experienced players.

EDIT:
Oh, and I'd like to see the game NOT crash few days before the map is over. Dear lord, I had to restart 3 out of 8 missions because of that...