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I played as Humans in the "Hero" mode, version 1.3 of the map. I liked the work done on the landscape and the placement of monsters. The AI moves without any freezes, which is a plus. The map has a unique feature – the destruction of captured Castles, which adds interest to the game. Overall, I enjoyed the map, and I thank the author for it. Now, let's talk about some specific shortcomings. The debate about the garrisons, which disappeared in version 1.4, is completely unfounded. Whether they exist or not, it won't change the interest in what's happening. I found the garrison more of a hindrance, preventing my heroes from meeting the AI heroes, and everything would end faster. The destruction of Castles can be viewed in different ways, but considering the risk of losing a city, the AI becomes very passive. Its main hero doesn't want to move further than the garrison gates (which is perfectly reasonable), and the small "creatures" don't create anything other than chaos. The AI doesn't rush to retake captured and destroyed Castles, preferring to attack my Castle, which it never has time to reach. Many of the AI's main heroes simply disappeared over time. The idea of destroying Castles and then rebuilding them again and again, spending resources on it, is not viable. Why build it if it's practically impossible to hold? You can't transfer your main hero to defend each Castle, and a secondary hero in a half-destroyed Castle can't withstand a siege.
Mines don't become neutral, even if there's no Castle and no hero of that faction. Only after a week does the flag reset. For the Dwarves, only the Castle itself transforms into a Human one, not the external buildings. For the Necromancer, it's not a territory, but rather a transit point. Considering that the Necromancer develops and builds up rather slowly, his presence on the map is short-lived. Something needs to be changed here. The purpose of the garrison directly near the Castle remains unclear. The caravan from the archer dwelling gets stuck right at the garrison gates, blocking all movement. It would be better to get rid of this. Forcing the player to collect artifacts to win is not a good idea; it shouldn't mix Multiplayer maps with scenarios. By the middle of the game, the heroes are already overloaded with artifacts.
It would make sense to add an altar to the map and a "hot-tabich" (a reference to a specific item or creature).