Bookwyrm627: I'd been wondering what would keep me from sticking around an effectively beaten campaign map, leveling my hero to absurdity, and the answer is "map based level cap".
Found out what happens if you win a battle against a city, but the battle doesn't involve all units guarding that city: Southern is correct, in that the city becomes "contested", providing nothing to anyone. I realized an enemy hero was in one of the side hexes, so I took the extra turn to walk everyone to the other side and try it out.
Got my next two magic spheres, choosing air (haste) and water (water walk). I'll probably get two Life spheres when I get another choice.
So a magic oriented with a sphere of magic provides 10 mana per sphere of the aligned magic. Having 2 water spheres means each water node you control will give you 20 mana. This provides another reason to diversify one's magic spheres.
New question: Is there any reason NOT to raze any node that doesn't match one of my spheres of magic? For example, my 2 Life/2 Water/1 Air leader just took control of a Death node; why should I not burn it to the ground, since it doesn't do anything for me?
Might be worth keeping for vision; I'll have to check whether it see provides vision.
1. You can keep ending turns to research all magic in the book and maxing hero levels
2. Good call, the vision is very useful though.
Bookwyrm627: Also: What are some of the better musics? I noticed that one can sort of setup a play list, and I think I'd like to expand beyond the 2-track Halfling and Elf themes.
All of them, seriously. Not even joking. :D