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#31
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c. Any displaced guard must be "defeated" (if two or three guards are scattered along the path, any one can be defeated). It is allowed to collect chests, campfires, and resources near the displaced guard. Everything else must not be collected or visited, including entering neighboring respawn areas.
And what if the map is generated incorrectly, and the obelisk is in an inaccessible location or with very strong guards (say, when transitioning from a respawn area to respawn area 20-49 with Titans), or on the enemy's territory in a hard-to-reach place?
Don't you think that your two quotes contradict each other somewhat?
Either you defeat them, or you don't have to. We need to decide and write it down in the regulations.
If you absolutely don't want to ban control spells, then let them remain, but then add: it is mandatory to defeat the guards of all outposts and the main guard.
Walking on water is not relevant, since there is no water, and in general, you can say the same about any spell/artifact...
And what am I talking about? ;) Why have an unnecessary, лишний, and useless "Walking on Water" slot in the guild if there is no water on the map? Instead, a more useful spell could appear.
Should we include the TE options - no morale for neutrals and no improved stack?
It definitely should. I think there isn't a single player who hasn't lost because of the untimely activation of neutral morale.
And the presence of an improved stack is not always pleasing. :)
turn duration 4 minutes
Why not make the turn time based on the "chess clock" principle? Set the same 4 minutes, but so that the remaining time is added to each subsequent turn?
we play with experience and tax
it would be good to indicate the amount of experience and tax. I understand that the default experience is 50%, and the tax is 2%. But it is better to document everything ;) (I learned this from personal experience).

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