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Quite a pleasant layout. A small respawn, some gold is available, and the stable is not far from the road. By the end of the week, I picked up a necro-companion, built up horns in the fort, and aimed to grab the dungeon companion on 121.
Surprisingly, Kirry levels up perfectly throughout the game. At the start of the second week, I pick up a companion, sacrificing some elves, head to the treasure, and get expert earth magic. After buying everything possible, I enter the max consulate with a rather modest army (7 elves, 4 horns, and the rest of the elven fodder). I take it down using oil at the cost of the entire timer. With mana replenished, I continue clearing the treasure, grab the fire birds' external dwelling, and portal.
At the start of the third week, I get DD on the first attempt, pick up a few ducks and stats in a conveniently located super-treasure. I return and break the max-utopia, which gives KS, the cap, and sandals. On 134, I spot the opponent running several heroes in the neighboring swamp zone; with Kirry and 2 DDs, I cut down two supports and take the town. I see troops on the same level, but I can't reach them. The next day, it turns out that the opponent had no way to move their army out. I attack with 100 mana and implosions, after which the opponent surrenders. Post-game analysis shows a long, pointless path at the opponent's respawn leading to an adjacent exit monolith. Relatively adequate bypasses existed, but combined with the need to trade resources, this significantly ruined his tempo. Thanks for the game!
The key moment is when Kirry jumps via UGAD to my same-level units and cuts off the power from Craig. Thanks for the game!