Heroes decide to support each others on different grounds. Majesty has already parties but they are informal. A more Majesty like treatment would be to let the hero initiate a break on duty if they have enough money to buy new gear/fed up etc or even better imo, let them initiate a defense on tax collectors by themselves.Majesty 2 also offers control over parties. Tedious, especially since the tax collector can get killed meanwhile. So you have to check now and then them to remove the flag so they can break from duty, wait a bit and put a new one. The issue is that as they dont break from duty, you often find yourself with heroes amassing gold (each time heroes repell assaults on a defended objective, they get a share of defense flag amount, I think so)but without getting to the shops to buy equipment or potions. In compensation, killed tax collectors were respawned immediately.In Majesty 2, respawnable tax collectors are limited to 2, the four others (2+2) you get through castle upgrade are either killed for good (dead dead as would say the Advisor) or very slowly respawned (I have not been able to determine)This compells to protect them, especially since you can no longer withdraw a building from the tax route (consistently with the new spirit of the economic side I must say)As tax collectors are harassed by monsters coming from the sewers, usually, low level heroes more readily respond to a defense flag on a tax collector. This has serious consequences since the economic side of the game is rethought.In Majesty, the tax collector is harassed by the infamous troll, forcing the king to keep a constant watch on these employees. It is pretty less clear than in Majesty.Duties like protecting lands (which is the patrol mode in Majesty) is now associated with a defense flag, allowed the king to trigger it at will.On this flag, I feel it has a serious drawback with heroes not breaking from it. A warrior can be nicknamed the Brave when actually his personality is more of a cautious warrior.I even wonder if heroes do react according to their personality. In Majesty 2, it seems there is no longer consistency. For example, in Majesty, building an elven house comes with the drawback of the elven gambling house, causing heroes to spend time in there and money which was not to be taxed (net losses)In Majesty, the nickname of the hero also hints at his personality. Loyal heroes do their duties often and avoid spending time in leisure.(hence my interest in petting them)Majesty 2 gives much more control on the population of the fantasy land.Most downside aspects of calling heroes are abandoned. Cautious heroes like to buy as much as possible health potions before going on a long trek. They can also put out the one fight too many.Coward heroes (or more exactly cautious) like to roam near their basement, they rush on easy targets and are also more able to use magical objects.In Majesty, heroes do initiate tasks according to their personality. Most changes seem to come from a will to developp a playable and balanced MU side.In Majesty, each hero has his personal life which was the reflection of his personality.Brave heroes tend to confront danger head on.They respond more easily to difficult challenges but do so unprepared. The core of the story is that Majesty 2 is now much more an untypical RTS than it is a simulation. I have not replayed anything.From Majesty experience, I took the habit of not considering heroes as dependable, then striving to get them to survive. It holds remarks, comments on Majesty 2 in regard with the expectation I fed to the game.I try to structure as much as possible but again, it is not a review so dont expect a methodical investigation of every aspect of the game.The other point is that this post might leave a negative feeling on Majesty 2 so I prefer to tell it now: all in all, Majesty 2 is a good game worth 30$, very enjoyable to play.Game experienceThis post is written after finishing the game. Disclaimer:This is not a review, more a statement of opinion on the much expected sequel to game legend Majesty.
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