Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
In my opinion, destroying Castles diminishes the strategic depth of the game. In the standard version, the enemy's Hero and their Castle are almost equally valuable targets. When structures can be destroyed, the Castle becomes the primary target, as capturing it allows you to hand it over to the enemy and ultimately crush them after some time. On this map, I captured three flags simply by taking Castles, and afterward, when encountering their Hero, I either fled or surrendered with minimal losses. After encountering my Hero, the AI didn't return to reclaim its Castle, preferring to lose after 7 days. One of these "homeless" Heroes approached an empty Necropolis Castle under my flag on the 7th day but didn't attack, stood at the gate for a day, and then disappeared. As I've mentioned, the AI focuses more on defense than attack. There's also a peculiarity in the AI's behavior: it doesn't keep a large garrison within the Castle itself, making it easy to capture. Knowing these details turns the game into something very straightforward and easily predictable. The fact that mines are used more often doesn't affect the game's appeal, but the AI being in a vulnerable position certainly does.