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The Castle is fully built within a month (slightly faster in WGE, slightly longer in the original game). What should you do on the map for the rest of the time? Play an RPG? Build secondary Castles? They should already be capturable in 1-2 weeks and built with a slight delay. If it's impossible to capture secondary Castles in the first week, it means that the first week is strategically incomplete because the expansion phase is simply cut out. If it's impossible to reach the opponent with a "roach" (a fast unit) in the first week, it means that the next strategic element, scouting, is missing. And harassment (taking over mines, resources, and the opponent's "roaches"). And rushing (killing the opponent in the first week). Based on this, I strive to make as many strategic options available early on, so as not to play an incomplete strategy in the first weeks, but this also means early interaction with the opponent, and therefore the chances of losing early on, as well as in all subsequent stages, are high. That is, theoretically, you can play for a year, but the chance that someone won't lose earlier, having a high chance of losing every week, is very small.
In essence, I strive to provide the widest possible range of strategic actions that are available and relevant from the very first days of the game. To ensure diversity from the beginning of development, and not after it ends. High dynamics and short game times are a side effect, but the primary goal is strategic depth.
This, by the way, does not mean a small map size. Logistics in the mod are also accelerated. Within 1 month, you can fully explore a map of any legal size. The hero's movement is almost equal to the length of the zone (a typical zone is an area comparable to the screen). A week = 7 turns = +7 new zones. And this is just for 1 "roach" scout.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат