Well I hopped on the EE bandwagon, playing on Core. So far it's a lot more appealing than P:K which I found insufferable, this one has a darker vibe and crusade stuff is much prefered to kingdom stuff.
The crusade management is still beyond dreadful though.
Chapter 1 has a nice pacing. Chapter 2 introduces the mandatory crusade aspect, and already that starts to slow the overall pace a bit. Then in Chapter 3 the crusade stuff can grind the game to a screeching halt with how much time it takes to do anything: battles that can drag for dozens of turns while units on both sides whittle each other to slivers; moving armies slooooowly across the map; building uninteresting settlements like in Kingmaker's kingdom management; waiting for more troops otherwise you can't properly assault enemy forts and actually progress further into the map with your character and party.
Then there's the fact your general(s) somehow do not exist outside of crusade mode, which is arguably the strangest fucking decision Owlcat has taken in both Pathfinder games.
Here is my main general, an extremely powerful mage who can reduce entire legions to cinders and is, with his troops, almost single-handedly responsible for re-conquering much of the Worldwound... yet I can't so much as talk to him, congratulate him? No, he's this entirely abstract entity with which no interaction is possible.
Recruiting soldiers and assigning generals and choosing where and when to attack could all have been done entirely via good, interesting conversations with your advisors, Galfrey, and various other characters. Let me hear what Regill thinks of pushing into this particular region right now, and have the general report to me in person at a later stage—and let me clap him firmly on the shoulder because he sure as hell is more useful than half my entourage of nitwits.
And if there's a big battle, why can't I be a part of it? After all, I defended the tavern when it was our headquarters, and was an integral part of the Gray Garrison assault, then I hacked my way through Drezen shoulder to shoulder with the rest of the troops. But suddenly, when Chapter 3 begins, enemy forts and key points in the region become these abstract dots on a map, guarded by major demons who don't really exist, these being defeated by my general who doesn't really exist either.
The whole thing is so bizarre. As it is, playing with your party and playing crusade mode feel like two separate games, with the former being feature-complete but the latter being no more than a sketchy first draft; and only the vaguest semblance was made at an attempt to merge the two together.
And I don't think it would have required that much effort to create something better. Possibly no more effort than was sunk into the crusade mode as we know it.
For a small army barring the westward road? Give the player a well-written storybook event, in which the player character is directly involved in some fashion. Think of the approach to Leper's Smile. Anything really would be better than spam-clicking a stack of gargoyles for 45 turns because my mage general had no mana left prior to the fight but I still wanted to push, to progress, instead of dully waiting for days or weeks to pass so his mana could regenerate.
For an enemy stronghold or strongly-held position, those being few and far between? Well, something like the Battle Of Flintrock Grassland in Kingmaker springs to mind. There would be an important engagement raging between my forces and the demons' and this could well be somewhat removed from gameplay, i.e. happening to the side, in my head, only established via dialogues earlier; but also there's a little map, a little setpiece, a little part of this big battle in which I can actively participate. Then a short scene when my general and I meet, jubilant with gory victory—and together we mock Nenio and call her a dweeb.
I've read and heard many people dub the crusade mode
HoMM-lite, but that's akin to calling water
whisky-lite.