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#282
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Ihromant
Also, I think that completely removing all guards on 2sm4d(3) from the roads slightly spoils the gameplay. In fact, the roads become worse the closer you are to your own base. I am still in favor of limiting the maximum value of units on the roads, rather than removing them completely. I haven't played on JC yet, but often the more things there are on the roads, the faster you can gain momentum on 113-117 (in fact, you already have an army, and half-units turn into free units, which are also quickly taken). Or maybe you could make some kind of dependence on the map templates. For example, remove units from the roads in the starting map, but not in others.
For example, the old idea that a unit should only be removed from the road if it is > 1/2 the maximum value of the zone.
I also think it would be good to return small guards to the roads in the starting zones of the players.
First of all, for psychological and visual reasons.
In fact, the current situation has a negligible impact on the pace, because whether the desired object is on the road or 1-2 cells away is not a significant factor.
It's just that a generation might occur in which the desired objects are located far from the road, and you might think that this is due to the absence of units.
But if you do several generations, you can see that resources, clues, artifacts, etc. often appear near the road, at a distance of 1-2 cells. This is a matter of chance.

Added after 16 hours 8 minutes
Taking a near-maximum Cyclops, with 6 angels, a level 0 hero, without magic.