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#5
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LittleWing
Regarding the Tear of Ash: it was designed so that it would be difficult and, often, not worthwhile to reach. It provides a huge advantage in itself, and it can also be turned in for a quest to receive a dozen phoenixes. This is too strong an advantage at any stage of the game, so trying to capture Ash will require significant sacrifices in macro-game play – control of the map: giving up the center, mines, and cities. Let's just say it's a "do-or-die" situation.
Exactly. And that's why the journey to it becomes simply not worthwhile. You have to build up the captured cities, develop a second hero-guardian, and gather an army for him. And at the same time, it's much easier to capture the Dungeon cities and then take the enemy's capital. In other words, the game would have to be artificially prolonged for the journey.
If the garrisons between players were strengthened, it would make the effort worthwhile.

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