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In the Heroes of Might and Magic series, a creature's growth is the number of units of it's type that are produced weekly in a recruiting center (usually a town). Depending on the game, the growth can be influenced by several factors.

Heroes of Might and Magic I[]

In Heroes of Might and Magic I, the growth is not proportional with the creatures' relative strength, and contributes to the game's lack of balance. The stronger a creature is, the lower it's growth is expected to be, but this happens in Heroes I to an insufficient extent. The Well makes matters worse, because it increases all the growths in a town by +2 (indiscriminately of the creature relative powers).

Week and months can randomly influence creature growth. The week of a particular creature causes that creature's dwellings to increase its growth by +5 for the week, while the month of a particular creature causes that creature's dwellings to double its growth for the week. Additionally, all the unrecruited creatures of this type will see their number doubled, and wandering monsters of this type will be added on the map.

The infamous Week of the Plague causes dwellings to cease producing creatures for the entire week. Additionally, all the unrecruited creatures are reduced to half.

Heroes of Might and Magic II[]

Creature growth in Heroes II works very similarly to the growth in Heroes I, even including the well which increases the growth of all creatures by two, regardless of their strength.

Heroes of Might and Magic III[]

Flagging external dwellings in Heroes III has an extra effect - these structures not only offer creatures for recruitment on the spot, but boost the in-town growth of their creature type by +1 (this effect is stacked with all the external dwelling owned).

The Well has been eliminated, and as a substitute, the Fort has been introduced - a purely military building, the Fort is required for the building of every single dwelling in the game. The Fort can be upgraded twice (first to Citadel, second to Castle). Each of these upgrades increases the creature production in the town, the Citadel boosting all the base growths by 50%, and the Castle doubling the base growths. These raises exclude flagged structures or other like bonuses.

The Grail increases all the base growths of it's host town by 50%. The Statue of Legion (introduced in Heroes III: Shadow of Death) does an even better job by increasing the growths by 50% in all the player's towns. Again, flagged structures or other like bonuses are not considered when calculating the new growths.

Horde buildings are present, like in Heroes II.

Heroes of Might and Magic IV[]

In Heroes IV, the Fort/Citadel/Castle buildings do not modify the number of creatures generated. External dwellings also do not add an number of creatures, though they can be accessed via the caravan system as a way to generate additional units. Additionally, the "month of" creature events do not grant extra creatures, though they will spawn on the map as neutral armies.

Nobility does affect growth, which adds 10% extra creatures growth per skill level. To get this benefit, you must install a character with this skill as the governor in the town to be modified. Finally, in the Stronghold, the buildings Festival of Life (Grail required) and Breeding Pens influence creature growth. In case of Festival of Life building, it increases the growth of all towns by 25% and the town in which it is installed by 100%. The Breeding pens provide 50% growth in the town where it is built. Note that these features stack, so it is possible to have very high growth with both buildings and a grandmaster of Nobility installed as the governor.

Heroes of Might and Magic V[]

There aren't many features changed, as most features have been added from Heroes III.

Might and Magic Heroes VI[]

In Heroes VI growth depends on buildings - Basic Fortifcation +1 and other two fortifications grant each +1, to a final of +3 to all creatures. Also, if a creature dwelling has been built, it grants extra growth points as well. When external dwellings are flagged, they add extra growth points to the town(s). When buying creatures from a town, it has the maximum amount of allcreatures from all flagged dwellings and towns (that said, if you have two towns with same dwellings and the player buys from a one all creatures, in the other there won't be any creatures to buy).

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Adventure map · Artifacts · Campaign · Combat phase · Creatures (I · II · III · IV · V · VI · VII) · Creature attributes · Damage · Dwelling · Experience · Grail/Tear of Asha · Growth · Hero classes (Advanced classes) · Heroes · List of adventure map structures (I · II · III · IV · V · VI · VII) · Line of sight · Luck · Morale · Primary skill · Puzzle map · Resource · Scenario · Secondary skills · Specialty · Spells · Subterranean level · Terrain type · Time system · Towns (I · II · III · IV · V · VI · VII)
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Experience · Shifter forms