Originally posted by vizier.mv:
The most important part of the quote comes next: "that is why we don't plan to include any item selling system or any other buyable features / specific skills."
That single quote really tells me that the devs "get it." Micro-transaction monetization is really just a legitimated form of cheating when it is allows players to buy their way ahead of others. The very fact that players wish to do so indicates that the "game" is really just a grind to punch the clock and collect resources. And that ultimately isn't a very good game at all.
Instead, HOMM:K appears to be monetizing around the idea of having players pay for desirable features that don't effect core gameplay. So things like a narrative/quest layer or appearing on the rankings won't change your ability to enjoy and play the game, but do offer the true fan something extra for their dollars.
As for "develop your kingdom without limits," a plain-language interpretation would seem to say that people who pay won't face a limit on the number of cities they can have. How this actually plays out we'll just have to see. For example, maybe the building cap will limit free players to having 6 cities -- but maybe most players won't bother to make more than 6 anyway.
So I wouldn't worry too much. I really think the devs of this game, guided by the HOMM spirit, are working hard to make it an excellent browser-based strategy game in the best tradition of the series.