We tried the fresh mod 5.3. The roads are pleasant, non-obvious.
Thanks for the game!
Of course it seemed that this changed the template itself quite a lot, especially with the disappearance of the one-way - now the option for a lost connection of a wide passage between branching zones disappears.
But an unplayable draw is now much harder to get, as it seemed to me; but at the same time, dragging out the game has also become a bit more difficult, again imho.
As for the game, it dealt a Dragon Utopia blocking the path to all 4 resource mines, and I haven't yet learned how to break through the horde of elves for the Tower without a Griffin Conservatory. Thus, the construction of the Mage Guild suffered greatly, and it was practically non-existent.
I took my first Tier 3 Griffin Conservatory with Grindan, a cart, and 200 Gremlins, around week 3, since the elementalists didn't work out for the Necro, I switched to Grindan.
A day after the appearance of the opponent with a Flyer's Club and supports, I took the first Dragon Utopia, where only Shackles of War could have saved me. But it didn't work out.
Thanks for the game and the mod test. Overall, I liked it.
