VDV_forever
Greetings, dear tournament participants![/CENTER]
After reviewing the tournament map, I made the following preliminary decisions, which subsequently turned into mini-tasks:
1. To fit within one game day, it is obvious that all 7 mines must be captured! For this purpose, at least 5-6 heroes will be needed.
2. The result in the final table will be significantly affected by the amount of gold collected. To achieve this task, it is necessary to gather the maximum number of resources using the minimum number of heroes.
3. Exchange all resources for gold at the market.
4. It is necessary to work out an option: taking the water mill and capturing a nearby mine with one hero!
5. All this can only be carried out by logistics heroes (runners).
Ways to solve the above tasks
The starting hero Crellion essentially performs the most important and primary task: capturing the market! The main goals are decided based on his further actions. In essence, it is from him that the walkthrough diverges for all tournament participants. Other heroes perform secondary tasks and act more or less similarly for everyone, namely:
- one mine per hero, and resources where possible.
I will now move directly to the tournament walkthrough itself.
With your permission, I will not describe it in detail, as the respawn is small and everything is clear without specific indicators in the form of points for the location of a particular hero/resource.
However, I have made a map of the RESPAWN; by printing it out, everything will be clear, and reading this description will be easier and more understandable than following points.
Abbreviations used on the RESPAWN map:
K – crystal;
Z – gold;
S – chest;
Sulfur – sulfur;
R – ore;
D – wood;
N – oil (mercury);
A – diamonds (gems);
1. Hero Crellion (Hero №1) takes a step down and immediately increases the treasury by +700 gold (Z2). Then he RESISTS THE TEMPTATION TO CAPTURE 2 MINES and keeps his way to the stables. On the way, Crellion brings +5 wood (D2) into the treasury (which is necessary for building the tavern) and stops at the stables.
The local stableman provides Crellion's army with new horses, and he gains one more move. Having received a surge of strength, brave Crellion turns his horse and gallops to join 20 snipers. After successful negotiations, the snipers willingly join Crellion's ranks.
Since Crellion was a speculator, and moreover obsessed with resources and gold, without even thinking he finds +6 sulfur (Sulfur3) and runs as fast as he can for the distant gold +900 (Z3), which lies unclaimed near the garrison.
With his last strength, lucky Crellion reaches the market, where he stays for the rest of his days.
Such was the difficult path chosen by Speculator-Crellion!
After completing Crellion's moves, the treasury contains the following resources:
13 logs; 8 ore; 6 sulfur; 1600 gold.
I draw your attention to the following points:
- if you visit the stables first and then take the logs, you will not succeed in taking the market as the last step!
- logs must be taken not using the path suggested by the computer, but manually using the keyboard while saving several movement points:
1-1. In the glorious village of DOLER, a tavern is built (-5 logs; -500 gold).
1-2. At the market, we exchange 6 sulfur and 7 ore for gold. We obtain the necessary amount to buy the next hero.
2. We hire the glorious Hero Gird (Hero №2)! Under him is, of course, the runner-logistics Kirr.
Everything here is clear and simple:
Gird, without leaving the village, grabs a nearby chest on the left +1500 gold (S4), then a chest on the right +2000 gold (S5), and finally the sulfur mine.
Without thinking long, he waters his horse at the stables and captures the sawmill on his last move!
After completing Gird's moves, the treasury contains the following resources:
8 logs; 1 ore; 3525 gold.
Before I describe further, I want to share a certain peculiarity that I had not observed before and have read about nowhere, but encountered specifically in this tournament!
IT TURNS OUT THAT THE STARTING SPEED OF A HERO IS OF GREAT IMPORTANCE DEPENDING ON WHICH CASTLE HE WAS BOUGHT FROM (NATIVE, ALLIED, OR HOSTILE)! This can be seen in detail in the example described below.
AmberSoler, if this point is not in the manual (I haven't seen it anyway), please add it.
Excerpt from the physics of the heroes' world:
Terrain penalty does not apply if:
- the hero's army consists entirely of creatures for whom this land is "native" (Native Terrain):
Let's consider 3 of the fastest runner heroes and one pretty girl.
Kirr is a ranger. Native terrain "grass". Starting army 1 centaur = speed in 6 points, which is 1700 mp. Logistics skill +10% + specialization 5% = 1955mp!
Dessa is a battle mage. Native terrain "stones". Starting army 1 goblin = speed in 5 points, which is 1630 mp. Logistics skill +10% + specialization 5% = 1874.5 mp!
Moner is an elementalist. Native terrain "grass". Starting army 1 small fairy = speed in 7 points, which is 1936 mp!
PIR is a demon. Native terrain "lava". Starting army 1 imp = speed in 5 points, which is 1630. Logistics skill +10% = 1793 mp!
It follows that Kirr should run the furthest! And DESSA and PIR THE LEAST!
Let's analyze the speed of these three heroes (PIR will be discussed in point 6) using this tournament as an example.
For this, I will open the map using nwcwhatisthematrix and take a screenshot to show you this path!
I also ask you to note that Moner and Kirr have an advantage over Dessa; they HAVE NO PENALTY on NATIVE TERRAIN – GRASS. And on grass, judging by the Physics of the world data, heroes should not have a penalty at all! And they will all run exactly on grass and roads!
So we launch the runners:
Kirr starts – following the suggested route, he makes the last step to the mercury mine (move 5)!
Dessa starts - following the suggested route, she makes the last step to a chest (move 6)!
Moner starts - following the suggested route, there is 1 small last little step left after 6 moves!
A PARADOX arises, don't you think?
Transferring the unfortunate goblin led to nothing.
From all this, I can make only 1 conclusion:
THE STARTING SPEED OF A HERO WILL BE HIGHER DEPENDING ON WHICH CASTLE HE WAS BOUGHT FROM—NATIVE OR NOT!
3. We hire the glorious hero Kirrr (Hero №3)! Under him is, of course, the runner Dessa.
Kirr, not deviating from the tradition of his predecessors, visits the stables.
Then he heads toward the blue hero, specifically to the distant ore mine (stone mine). On the way, we pick up +6 mercury (N2). Before taking the mine, we take +3 sulfur (sulfur 1), and there is just enough left to place his red flag on the ore mine right before the eyes of a confused Tant.
After completing Kirr's moves, the treasury contains the following resources:
8 logs; 1 ore; 6 mercury; 3 sulfur; 1025 gold.
I draw your attention to the following point:
- Mercury must be taken at a right angle!
- Be sure to take sulfur first, and then the mine, but not vice versa:
3-1. At the market, we exchange 8 logs and 6 mercury for gold. We obtain the necessary amount to buy the next hero.
4. We hire the Girl-hero Dessa (Hero №4)! Under her is, of course, the runner-logistics Gunnar.
Dessa runs exactly as shown on the map and in these 6 moves adds the following resources to the treasury (P2, P1, S3, S1):
18 ore, 4000 gold.
After completing Dessa's moves, the treasury contains the following resources:
19 ore; 3 sulfur; 4025 gold.
5. We hire hero Gunnar (Hero №5)! Under him is again a girl, this time a Demon, with the beautiful name PIR!
His movements are simply primitive:
Stables, crystal mine, and while at the mine's location he takes 900 gold (Z1), 5 crystals (K).
I draw your attention to the following point:
- If you take the crystals first, you will be left without gold because the moves will end! You can also take the gold first, then the crystals, and finally the mine; the result will be the same.
After completing Gunnar's moves, the treasury contains the following resources:
19 ore; 3 sulfur; 5 crystals; 2425 gold.
5-1. At the market, we exchange 1 ore for gold. We obtain the necessary amount to buy the next hero.
6. We hire super-hero PIR (Hero №6)! Under him is a modest guy with a name well-known in the hero world, Gretchen!
Why I called PIR a SUPER-HERO you will understand by looking at the new map of the hero's route!
PIR – MANAGES TO TAKE ALL THIS! AND THIS IS ANOTHER PARADOX, SINCE NEITHER KIRR NOR GUNNAR CAN DO THIS BECAUSE THEY ARE SHORT BY EXACTLY 1 STEP!
Dessa can repeat this (checked), or Moner, or some other super hero (not checked)!
+ on top of everything, PIR has a ballista!
From this, I will make the fantastic assumption that DEMONS AND BARBARIANS are in a commonwealth!
After completing PIR's moves (A, N1, D1, S2), the treasury contains the following resources:
9 logs; 6 mercury; 18 ore; 3 sulfur; 5 crystals; 4 gems; 1000 gold.
6-1. At the market, we exchange 10 ore, 1 sulfur, and 4 gems for gold. We obtain the necessary amount to buy the next hero.
7. We hire Gretchen (Hero №7)! Under him is the well-known Sir Müllich; I didn't even dig him up! No, why couldn't he have appeared earlier.
Gretchen has only trifles left:
+5 mercury (N3) near the gem mine, and the mine itself actually.
After completing Gretchen's moves, the treasury contains the following resources:
9 logs; 11 mercury; 8 ore; 2 sulfur; 5 crystals; 0 gems; 0 gold.
7-1. At the market, we exchange all resources for gold. We obtain a final amount of 3975 gold.
8. Working out an option with Moner was not possible due to lack of time.
However, after the tournament ended, Dmitry A_S provided such a save with a dug-up Moner. Checking showed that Moner is unable to perform point 4 of the mini-task mentioned above.
But if someone solves the riddle of how exactly the appearance of a native, allied, or non-native hero in a particular castle affects their initial speed, then perhaps the task will be solved by another method. For example: put a castle with phoenixes instead of a castle with hippos, dig up Moner and try to follow the path indicated above.
P.S. I ran the heroes again; this time the route was exclusively running and only on the road! The route is as follows: stables, ally's castle.
Results:
Kirr – short by 2 cells!
Dessa – successful. Moves are exactly enough to enter the castle.
Gunnar – short by 1 cell!
PIR– successful. Moves are exactly enough to enter the castle.
Gretchen – short by 1 cell!
Moner – after visiting the castle, exactly 1 cell remains!
Sir Müllich, Fafner – short by 3 cells!
If anyone has time, you can experiment.
Thank you for your attention, that's all. Game Over
Sincerely VDV_forever
