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For everyone tired of Jebus, I present a new dueling map for the Gnome faction. Size L, without a dungeon. You could say this is an anti-Jebus map, as the native resource spawns are scarce in terms of free resources. However, everything you need for development is available on the map. The focus is on developing your own town and army; there are usually external dwellings for creatures of levels 1-3 on the map. Hive and Conservatory buildings of all types are disabled! I'm so tired of these encounters on the second week, when your opponent already has 50 ducks, and you only have 1 hive on your map. There won't be such an imbalance here! Just develop your town intelligently. To meet, you need to clear one of your Guardian Orders (GO) and one common GO.
A simple spawn layout, encounters no earlier than day 121 (realistically closer to the third week). The resources are poor to average. Recommended difficulty: 160-200%. There are 2 not-so-rich treasure locations without dragon utopias, on a terrain type like dirt. The Dimension Door and Explosion spells are disabled. Necropolis and the heroes Solmyr, Aislinn, and Dimir are prohibited. The treasure locations contain villages of random types, which, if desired, can be built up and used to replenish your army with other creatures.
First, the balance. On the mini-map, you can clearly see the red and blue zones, which are much smaller.

The blue player has 35 monks coming down the road, and an alternate GO spawns 11 cavalry, but how do you beat them when you only have 3 imp dwellings on this map, and there's nowhere to level up your hero properly.
The red player has 15 Wyvern Monarchs or 94 Elves at an alternate GO. 2 Gremlin dwellings and one Gargoyle.
There's a chance you won't even make it to the second week, but at least you can explore the map.
Next, the treasure zone is huge, without objects or relics, but with a village and a large number of dwellings of different levels.
Sometimes, it makes sense to level up this village on the second week (if you're lucky enough to get out of the starting area), rather than the starting Castle, for this, you gather resources to rebuild, as you did in the first week, but at least here you can level up your hero and collect minor artifacts. There are practically no Pandora artifacts.
You should expect encounters with your opponent no earlier than the third week, or even the fourth. Otherwise, it's just two to three weeks of running around the map and collecting resources, which is a bit boring.
On Medium difficulty, 3 heroes can clear the map in a week and skip turns on the second week, only to die on day 131 in a Guardian Order with 40 Medusas.
Although, I'm exaggerating about a week; a map was created where, near the Castle, there are 2 wood and ore mines, and imps guard a bonfire and zombies guard a mill.
It took 2 days to collect everything. At the GO, there are 10-19 Manticores.
That's all. People probably won't play this.
If the idea is to create a map where the main focus is on the war of starting Castles, you need large starting zones and 2-3 common treasure locations without villages. Size M, no larger, and the guards shouldn't be too strong.