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We haven't finished playing yet, but a few conclusions can already be drawn regarding the template (Anton may have different ones):
1. There are too many own money/resources at the respawn - this nullifies almost any rollback. Essentially, in a Necro-nonNecro pair, you can give 10K and go without fear; Gosha will still collect about 5K gold himself without spending even half a turn, and after that it's easy. From the very first distribution on 111, the thought occurred to me that this template in its current form is more relevant for 200% full-random with color change upon reset. Otherwise, the amount of money/resources needs to be severely cut (at least make it as it was).
2. Regarding objects at the respawn - in my opinion - very good. The balance between tempo and "fat" is maintained. The player makes a decision based on scouting analysis and established chains (rather than whether things were "delivered or not"), for example, exiting 116 with 30 ducks or 117 with 40+ (or even 121 with acceleration, picking up both home Dragon Utopia and all cons). And it's not a given that the decision in favor of tempo will always be winning; with insufficient army power in such a fat center, you'll quickly burn through your timer and might end up with no army at all.
3. Center - I suggest cutting Dragon Utopia down to 6 (and even that is the maximum). Prisons in the center - remove them entirely; they introduce the main trashy and insane randomness. It would be better to add, as I mentioned before, "skill-based" objects: pyramids, magic boxes, etc. This will encourage upgrading supports at home from day one, rather than flying headlong with a single father toward the center - where the jailers will sort things out anyway.
For now, this is the main part; as fresh thoughts appear, I will post them. Overall, in my opinion, the template in this form is clearly more skill-oriented than the classic one. Even now, in an unfinished state, it's clear that one-sided stomps will be veeeeery rare here; there will be a struggle regardless (unless someone throws). Thanks.
1. There are too many own money/resources at the respawn - this nullifies almost any rollback. Essentially, in a Necro-nonNecro pair, you can give 10K and go without fear; Gosha will still collect about 5K gold himself without spending even half a turn, and after that it's easy. From the very first distribution on 111, the thought occurred to me that this template in its current form is more relevant for 200% full-random with color change upon reset. Otherwise, the amount of money/resources needs to be severely cut (at least make it as it was).
2. Regarding objects at the respawn - in my opinion - very good. The balance between tempo and "fat" is maintained. The player makes a decision based on scouting analysis and established chains (rather than whether things were "delivered or not"), for example, exiting 116 with 30 ducks or 117 with 40+ (or even 121 with acceleration, picking up both home Dragon Utopia and all cons). And it's not a given that the decision in favor of tempo will always be winning; with insufficient army power in such a fat center, you'll quickly burn through your timer and might end up with no army at all.
3. Center - I suggest cutting Dragon Utopia down to 6 (and even that is the maximum). Prisons in the center - remove them entirely; they introduce the main trashy and insane randomness. It would be better to add, as I mentioned before, "skill-based" objects: pyramids, magic boxes, etc. This will encourage upgrading supports at home from day one, rather than flying headlong with a single father toward the center - where the jailers will sort things out anyway.
For now, this is the main part; as fresh thoughts appear, I will post them. Overall, in my opinion, the template in this form is clearly more skill-oriented than the classic one. Even now, in an unfinished state, it's clear that one-sided stomps will be veeeeery rare here; there will be a struggle regardless (unless someone throws). Thanks.