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We understand the issue with sacrifices and luring; the problem is that when the AI opponents appear simultaneously, one of the green ones will always run to the corner castles, capture them, and destroy our growth. And since we are occupied with the brown one, we can't do anything about it. By the way, I agree with Dandy that, in a way, the difference between 130% and 200% is insignificant. Such a sequence of events, as in my case, can occur at any difficulty level. Therefore, what is frustrating is that the walkthrough of the map can depend on randomness.
If you can't lure them in a specific turn, reload 2-3 days earlier, regroup, and the AI will move differently (thanks to the random number generator!). At the same time, to catch them all at once, or, for example, the green one, there is an old tactic. Place your main hero with 1-7 sprites close to the green one's exit, and position your main forces as far away as possible, in a chain, say, with 3-4 heroes. The green one will definitely attack your main hero and won't reach the castle (manipulate the positioning). Then, in a chain, send units to your main hero and attack the green one. The gray one shouldn't attack the castle if all your forces are stationed there, even with a garrison. So, the simultaneous advance of the gray and green ones to the north can be stopped by sacrificing units and transferring forces in a chain to the main hero, who will act as bait.
Added 4 minutes ago
That's exactly what I concluded from this message: the author didn't test the changes properly. At first glance, the changes seem small. But in practice, this leads to a very strong development of the AI, if I'm not mistaken, it captures Inferno in the second month and has a total growth of 6*3 + 6*12 = 90 units per week from all castles. That is, by the standard turn at the beginning of the 5th month, the AI can gather a stack of not 200 units, but 400-500 units. And if 200 units can be dealt with without critical losses, but with difficulty, then with 300-350, there may already be significant losses, and with 400-500, it will be impossible. This is not counting the growth of the other army.
And the funniest thing is that the difference between 130% and 200% is actually negligible. What can you do additionally at 130% compared to my development strategy in the first month? I'm even afraid that at 200%, my development will be better than yours at 130%.
The AI's intelligence is the same at these difficulties, but the only difference is in the income, and this only adjusts the AI's development by about a week or two within the 5-month interval.
Guys, the map was positioned as impassable / almost impassable at 200%, so the fact that orange became stronger, I don't see any inconsistency in that. The difference in income between 130% and 200%, I agree, is insignificant. But the difference in AI behavior is very large, because at 200%, the AI is very critical and evaluates everything better. I judge this at least by this map and the green and gray ones appearing 1 month earlier than at 130%, and 1-2 weeks earlier than at 160%. The difference in the AI's assessment of the enemy's forces at 130% and 200%, in my opinion, is significant. This is what makes the map at 130% and 160% fundamentally easier than at 200%. I have nothing more to add! :)